Spectral Prison

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Spectral Prison

Enchantment — Aura

Enchant creature Enchanted creature doesn't untap during its controller's untap step. Whenever enchanted creature becomes the target of a spell, sacrifice Spectral Prison.

Caerwyn on Card creation for custom set

4 years ago

Funkydiscogod - I think your card should probably be mono blue (the effect, in a vacuum, doesn’t really touch on black). Otherwise, I think it’s fine. At the low end, it’s a Take into Custody for two mana; at the higher end, it’s pumping a whole lot of mana just to get Spectral Prison (albeit one with flash).

Overall, I think it’s a solid design, and makes for a good uncommon removal spell for limited.

Samuel-Frederick on $10 Mono Blue Control Ultra Budget

7 years ago

Hey Dr.Woodenstein, just a few ideas I'm going to throw your way.

Firstly, you're running 64 cards, and this really wants to be 60. I assume it's just an oversight, which is easily done, so I won't bore you with why you should only be running 60 lol.

Anyway. The deck is really slow of the ground. Now this is fine when playing against mid-range and control of course, but aggro will run straight through it. To fix the issue, simply run some one and two mana answers to those pesky problems that are aggressive creatures. You just need to slow them down for long enough to get into the mid game, and then it's all yours. So, how about some enchantments? Sensory Deprivation, or Spontaneous Mutation (worse in the early game, but lets you leave counter mana open). -3 may not seem all that exciting, but it is. It stops or hugely hinders any early game creature for only one mana, it keeps you alive from the first turn. Same with the two mana cards of Pin to the Earth, Tightening Coils, or Aether Meltdown if you want to play instant speed for counter magic. You also have Ice Cage, Spectral Prison, and Narcolepsy. Dealing fast with annoying creatures.

You don't have to use enchantments of course. Now you are running disperse, which I appreciate is instant speed and deals with more than just creatures. But think about Clutch of Currents, and Rush of Ice. They are one mana, which is so important, and in the mid game give you blockers and win conditions.

Then let us look at creatures. I'm a lover of the two mana value creatures that are available to control, such as the younger siblings of Snapcaster Mage; Augur of Bolas, and Omenspeaker. Nice blockers, and give you a guaranteed bonus. Or the younger sibling of Solemn Simulacrum, Filigree Familiar. Now for win cons, you're running five, both the Sphinx and Aetherling. They are taking up a lot of room. These creatures are hard to deal with for an opponent before you take into account the amount of counters you're running. Personally, I'd be happy with only running two. Choose your favourite and run two of it. The reason I don't want five is that they are all competing for the same role, high mana win condition. If you want to run more creatures then add in creatures that do a job but in a different mana slot, such as Dungeon Geists, cheap, flying, removal, and in an uncompleted slot.

aholder7 on My First BU Control Deck

7 years ago

hey im in agreeance with everything landofmordor said. cut anything that doesn't fit your theme/goal. Desecration Demon, Fetid Imp, Morkrut Necropod, Pestilence Demon (this ones mostly do to its high cost), Shadow Alley Denizen, Thriving Turtle, Artificer's Epiphany (because you have no artifacts), Dramatic reversal (you don't really have much that this helps), Tidy Conclusion (because its way over costed and you have no artifacts), Weave Fate (because Divination is terrible at 3 mana and this is 4), Assassin's Strike (6 mana removal is bad), Crippling Blight (1 mana cards removal that probably won't kill anything is even worse), Dead Weight, Singing Bell Strike, Spectral Prison, Viper's Kiss (basically all of your enchantments are much worse than any instant or sorcery you should be playing).

that leaves

2x Aether Theorist (slow and doesn't help you control much)

1x Aethersquall Ancient (expensive finisher, you could do alot better but if you really like it this one can work i guess).

1x Air Servant (expensive flier that dies to every piece of removal that i can think of that costs 1 or 2 mana. and doesnt really close things out that fast. you can find much better threats).

2x Azure Mage (too mana intensive for any modern deck other than the absolute slowest control deck. generally speaking you can find better cards that give you card advantage)

1x Benthic Giant (this one is hexproof so it does act as a better finisher compared to Air Servant, but it has no evasion which means it will be chump blocked all day).

1x Benthic Infiltrator (you have no cards that interact with the exile effect and its a terrible card in terms of unblockable damage dealers. Tormented Soul would deal damage just as fast at 1 mana).

1x Harbinger of the Tides (actually a pretty good card. play more of these probably)

1x Salvage Drone (somewhat lackluster as a 1 drop)

1x Disperse (decent card)

2x Doom Blade (very solid card. may want to switch to Ultimate Price)

1x Force Away (probably should just be another disperse)

2x Glimmer of Genius (this is a pretty bad draw spell)

3x Select for Inspection (great card).

things you can add

Mana Leak, Duress, Inquisition of Kozilek, Dismember, Boomerang maybe a Tasigur, the Golden Fang or two.

Norford on Metamorphosis [[Primer in the Making]]

7 years ago

nice idea, love that.
What do you think about switch Unsubstantiate in sideboard to
- Wind Zendikon: to get an aditional creature option and have a strong start vs aggro decks
- Spectral Prison: react on creature decks
- Monastery Siege: to slow down burn

ForgeCityGames on None

8 years ago

how "deal with the devil" are you looking to go? i know that seems a really vague question but let me explain:

i run a very "choose wisely" sort of deck, WBR kaalia (would be tariel but i get tunneled hard for this deck so early blockers needed, dont have any of the otk kaalia abuse) and while its amusing, it fails the politics phase HARD.

so when i say "deal with the devil" i mean theres a thin line between group hug with a price and group punish.

with that in mind, here are a few of my favourites:

Mana Barbs.How much do they REALLY want that mana? punishes greedy decks that over-ramp.

Tunnel Ignus with any of the group-rampers, because if they are going to take your free land they best pay 3 for it. beware, it wont proc off the first 1 land so new frontiers and collective voyage are better for this, because he is ruled to count every land for the 3 burn, as he sees them all having enter with another land entered. its mad burn.

Price of Knowledge. infinite handsize but limited turns. more of a finisher because open with it too fast and you get dropped.

Nekusar, the Mindrazer my personal favourite even though i dont own him, i plan to make a deck around him. combo with ANY mass draw like Forced Fruition Howling Mine Font of Mythos ect. a good way to do this without getting combo'd is Curse of Exhaustion so they cant abuse the draw

theres allways the traditional curse route like Curse of Shallow Graves or Curse of Stalked Prey, or the better creature version Edric, Spymaster of Trest which rewards people for hitting people who arent you. also the Vows, such as Vow of Duty or Vow of Malice. buffs thier creatures but they cannot hit you.

Rite of the Raging Storm gives them dudes that cant hit you as well.

then you can go to just flat-out punishing them with cards like Kaervek the Merciless since you gave them all that mana anyway. stuff like Painful Quandary if you decide not to go with the card draw route.

you probably want to run some serious field wiping. group hug is also group enable. so any combo players or beatdown players will try to make best use of your hug, then kill you fast so others cannot.

some nicer hugs are also Heartwood Storyteller because i LOVE that card, also Rites of Flourishing tends to get you brownie points unlike much of what i have listed.

be careful with this archetype. i play it as much because it is fun to lose with as well as win, which is just as well. it only takes 1 player to see through the "group hug" and tell the others, and soon you get next to no brownie points at all. and often if you give them the painful choice cards like mana barbs and painful quandary, the pod will decide it is simpler to just drop you out of the game with a group beat-down than it is to play around your awkward cards.

you probably want to run some pillow-fort cards like Propaganda or Spectral Prison, stuff that prevents them hitting you rather then just lightly encouraging them to hit others.

dont get me wrong i LOVE this deck archetype. it really epitomises what i enjoy in commander, giving opponents decisions to make they wouldnt normally, giving them a tough choice but still its THIER choice. its the most inclusive way to kill someone.

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