Detention Sphere

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Legality

Format Legality
1v1 Commander Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Penny Dreadful Legal
Pioneer Legal
Tiny Leaders Legal
Vintage Legal

Detention Sphere

Enchantment

When Detention Sphere enters the battlefield, you may exile target nonland permanent not named Detention Sphere and all other permanents with the same name as that permanent.

When Detention Sphere leaves the battlefield, return the exiled cards to the battlefield under their owner's control.

Arrzarrina on Roon Shenanigans

2 weeks ago

19/01/2023 changes: There have been a few rounds of changes. Removed counterspells to attempt to make the deck to make more fun to play against, sold the Mox Diamond because it's become worth a mint in the last 7 years, added more draw and refocused the deck on creature ETB based interaction instead of something like Oblivion Ring. It's a good card but I don't get the value that I could get out of a Fiend Hunter. You know where I'm going with this. I've also added more mana fixing to the land base and adjusted colours for the new balance.

Removed:

Added:

Vicarian on Lockdown

3 weeks ago

Anyway, as far as card suggestions go, you can't be guaranteed that your opponent will be running instants or sorceries, so a full playset of Test of Talents might be a bit much. Against token strategies, Detention Sphere or Temporary Lockdown could be good. Not sure I'm a fan of the plan for Ethersworn Adjudicator, but it could be a decent way to close out the game. You could reduce the number of creatures overall and go with a typical control finisher, such as Chromium, the Mutable or Hullbreaker Horror. In the same vein as Extirpate, Necromentia or Unmoored Ego could be useful. With the number of enchantments you have, Sphere of Safety might be a fun way to prevent combat. You may want to include a way to remove creatures if they do get any onto the field before you can pull them out of the deck, so Supreme Verdict, Settle the Wreckage, Day of Judgment, or similar.

Last_Laugh on FLYING

1 month ago

You're REALLY lacking in the draw department. I'll try to keep my options budget friendly.

Plumb the Forbidden is amazing... instant speed makes this card. Skullclamp is excellent in any deck making 1/1 tokens. Reconnaissance Mission/Bident of Thassa/Coastal Piracy will all keep your grip full. Starscream, Power Hungry  Flip/Court of Grace both bring the monarch mechanic which is easy to hold onto here. Aerial Extortionist is versatile removal plus card draw in one. Shadrix Silverquill is typically going wide with +1+1 counters but it also has a draw option (Felidar Retreat is another good +1+1 counter option here.).

I'd also suggest running more of your removal as enchantments. Detention Sphere, Grasp of Fate, Imprisoned in the Moon, and Oubliette are all excellent options here.

Last are 2 miscellaneous suggestions. Authority of the Consuls puts in some work (and is disgusting if you get it + Archangel of Thune out together). Vault of the Archangel is worth it just for the threat of activation.

Anyways, try to squeeze as many draw engines in here as possible... I run all the options I listed + a few more (17 total iirc). Feel free to check out my list for ideas. Upvotes on any of my decks are appreciated. Alela's Aerodynamics: A Master Course

estoner on I solved mana screw and …

3 months ago

This actually makes the deckbuilding more interesting, not less. You now want to run spells that have exactly the amount of colored symbols you have access to, not more. This means you can't just run the best cards all the time. The difference between Underworld Connections and Read the Bones becomes compelling. Maybe you run Arrest over Detention Sphere because you want to be guaranteed a removal spell on turn 3, and you can no longer count on having perfect mana all the time.

The mulligans become more interesting with random Wastes, not less. Suddenly instead of seeing you have one land and six spells and shipping it, sometimes you will see two Wastes and one Island and have to actually study your hand and figure out if you can still cast your spells, and what the odds are that you draw into your other colors.

I dislike the current Mulligan rules, but it's possible that if we adopt a manabase system and dictate how many cards from each deck you start with in your opening hand, we may not even NEED mulligans at all. This fixes best-of-one as well, because now you can't just auto-lose because of your opening hand.

What are your current thoughts on the responses to your concept this far? They can’t be particularly inspiring.

If you just read the Magic comp rules, you wouldn't feel particularly inspired, either. You have to actually play a game to know if it's fun.

What are your plans for getting people on-board with your design?

I think it's an interesting thought experiment, if nothing else. People could test it with cards they have lying around and let us know what they think.

What argument (if valid) would persuade you that this is a bad idea?

Probably if too many cards in eternal formats would have to get banned for it to work, it may not be worth the effort to change the rules. It comes down to how much people want an Elo system, possible handicap rules, and a more skill-intensive game. Personally I think that adding incentives to play mono-color and more artifacts is exciting and would increase the amount of cards seen in all formats, plus the best players would actually be rewarded for playing commons and uncommons that are easier to cast versus splashy bombs that have high color identity.

DreadKhan on Zur The Enchanter - casual stax

4 months ago

I don't think you can use Vanishing to be unblockable, but I think you could wait until someone decides to block him, and if Zur would die, you can Phase him out and he's removed from combat, you'll still have gotten his attack trigger though.

You've got quite a few solid stax creatures (people often call them Hatebears) in here already, but I run Opposition Agent, Dauthi Voidwalker, Drannith Magistrate, Malevolent Hermit  Flip, and Archon of Emeria, as well as Wandering Archaic  Flip, which is very effective piece if people run lots of non-creature counters, such as more competitive playgroups.

Well, there are various ways you can win via Zur's ability, in my Zur deck my plan is to lock up the board and then win from a fairly safe position. To go with Spirit of the Labyrinth you could run Teferi's Puzzle Box and Necropotence to lock people out of having cards except you, who can draw via Necropotence. I also use Walking Ballista and Heliod, Sun-Crowned as a half-fetched combo. Because it only needed 1 card, I use Second Chance + Hall of Heliod's Generosity + Necropotence to get infinite extra turns, but you might need a way to get rid of Necropotence to let you draw cards normally, a thing Zur can also help with. Another option that people use (but is pricey) is Rest in Peace (or Voidwalker) and Helm of Obedience, which can help remove players by milling them out, if this seems bad keep in mind that with Mirrormade you can duplicate the Helm on the 2nd turn and eliminate up to 2 players that turn, which should close out a game. While it won't quite win you the game on the spot, there is (back of Hermit) Benevolent Geist and Dovescape so that only you can cast non-creatures. If you're worried about birds you can just use Detention Sphere to clear them out each turn via Estrid's Invocation, but if you've got the most birds, you can keep them around. I like my Zur decks to have a janky feel, so I also don't run Thassa's Oracle.

One of my favourite ways to win is All That Glitters with stuff like Copy Enchantment, Estrid's Invocation and Mirrormade to generate a Voltron win off of Zur's ability. For protection I just run Greater Auramancy, which helps both my Voltron and my general supply of enchantments I don't want targeted. The already mentioned Luminarch Ascension can be a solid win con once it's set up, 1W for a 4/4 flyer is really, really good value, even in cEDH people play the card in control decks.

Hastapasta on Azorius Shutdown (VERY EFFECTIVE)

5 months ago

Hi, I had a summer math class and that basically drained me out. Also didn't see your comment until now (for some reason I didn't see the notification) Is Frantic Inventory good in the mainboard? Here's the problem: I don't have to win fast. I just have to win consistently and most of the time. I can slowly drag my opponents down until they get destroyed. So card draw might not be the best. Or is it? Also I am thinking of removing 1 Detention Sphere and 1 Ixalan's Binding and adding 2 Ashiok's Erasure in the mainboard. Or is the current state of exiles good?

Last_Laugh on

7 months ago

If you want to be less combo oriented, you could always drop the heavy artifact emphasis and kinda spread things more evenly between artifacts and enchantments. This is how I built Alela personally and enchantments opens up a lot of possibilities including running Zur the Enchanter in the 99 and stuff like Imprisoned in the Moon, Oubliette, Grasp of Fate, Detention Sphere, Estrid's Invocation, Mirrormade, Favorable Winds, Propaganda/Ghostly Prison, Reconnaissance, etc.

Feel free to check out my list for ideas. Upvotes on any of my decks are appreciated. Alela's Aerodynamics: A Master Course

Balaam__ on Island Control

7 months ago

This is quite vicious, I like it. I would potentially allocate more mainboard space for anti-Blood Moon cards though. I only see Detention Sphere in the maindeck and Seal of Primordium in the sideboard that could effectively counteract a Blood Moon, and as you run entirely non-basics it is definitely a threat.

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