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.
|Have (3)||ryancav , mwu8689 , metalmagic|
Combos Browse all
|Commander / EDH||Legal|
Detention Sphere occurrence in decks from the last year
Latest Decks as Commander
Detention Sphere Discussion
2 weeks ago
All That Glitters and Mirrormade are good cards to consider, and Glitters works really well with Copy Enchantment effects. It's often bigger than Ethereal Armor, for what that's worth. Estrid's Invocation has a nifty interaction with Detention Sphere , but I don't know if you can get a foil of it, but it can clear the whole board of any one token type per turn if you've got both out, for no additional resources.
Have you thought about Mox Opal ? It's a dead card early, but like the Diamond, it's a bomb with the Myr I'd wager.
Opposition Agent is really good, both in and against Zur, to the point that I've heavily retooled my own Zur deck to deal with it as an eventuality, because a lot of Black decks ought to run it (your meta obviously may vary). I've added several instant speed removal options specifically to deal with it (and am loath to cast them), because it so utterly borks my deck if it's out.
Similarly, but less hostile to Zur is Hullbreacher , which is pretty toxic. I run a wheel win con in Zur, so I can't fault people for using the card (at all), but it also warrants removal, probably instant speed or counter.
Really cool deck! +1
1 month ago
Detention Sphere plays well with Estrid's Invocation, you can keep clearing out one type of tokens a turn. The Invocation can also be used this way to fiddle with things that don't like being exiled, such as vs +1/+1 counter stuff, or evenIsochron Scepter if someone isn't winning outright off of it.
1 month ago
A couple of things I'd consider. 1) I'm not sure Wargate, Authority of the Consuls, and Neutralize are the best options for your deck. You don't have any real use for the lifegain or the tapped effect beside stopping blockers. Some normal removal like Path to Exile is probably a better option. Wargate also isn't going to be super useful, since you're only running 23 lands and 4 heirarchs, plus you don't really have silver bullets to tutor. An actual threat like Mirran Crusader or Voice of Resurgence will probably get better mileage, although Chord of Calling is a stronger and cheaper tutor, as long as you just need creatures. Replacing some of the non-creature spells like Detention Sphere with options like Deputy of Detention might make that easier. Neutralize also doesn't really fit with your deck because you're trying to deploy a threat every turn. There's very few times you're going to be able to keep up 3 mana where deploying a threat isn't just better. 2) Fetch lands and shock lands will help you cast your spells on time. You've got and mana costs where half your lands are basics, which is going to be difficult. That being said, if it's a budget concern I get it, in which case your mana base seems to be pretty good. I like the deck.
RinceRaven on Brago
2 months ago
More edits, some sad cuts had to be made due to a super tight budget. I am a bit unsure about the amount of interaction currently ran, and about the effectiveness of a card like sun titan, as I haven't been able to test vs other decks and only really play solitaire.
Swords to Plowshares, Blue Sun's Zenith, Wrath of God, Detention Sphere, Gilded Lotus, Thespian's Stage, Ethersworn Canonist, Counterspell, Meteorite, Jace, Wielder of Mysteries, Ephemerate, Ghostly Flicker.
3 months ago
I've also been thinking if I should drop black altogether. Here's the potential replacements:
-3x Esper Charm
+2x Aether Spellbomb
+3x Detention Sphere
This way I would be able to add more options Dance of the Manse can bring back. (non-creature) discard and recursion are also somewhat contradicting strategies.
Which deck variant do you like best?
4 months ago
Hello! Thanks for the comment on my deck! I'll see what I can do.
Ok so I see a lot in the way of aggro and not a lot of answers to problems. Don't get me wrong, dedicated aggro decks can be devastating; but they need to be quick and those cards are almost exclusively in red. This deck looks like it kicks off around turn 3-5 so we want to be able to do stuff in the early game. Bant is a color scheme that lends itself well to defensive tactics rather than harming opponents; this can take the form of protection, buffing creatures, or stalling until our game-plan can get off the ground. Now at the end of the day that game-plan is still "turn creatures sideways", so we want to make sure that the creatures we select are aggressive; but, the control colors in our deck (white and blue) can provide us with a fair amount of answers to problems that we can use both early and mid game to ensure our victory.
So what we want from the deck is:
1) Board Control/Stall Tactics 2) Protection 3) Card Advantage 4) Aggressive creatures
Often times these categories can overlap. For example: a creature with hexproof. That fills the "aggressive creature" and "protection" categories so that means we're getting more value out of just that one card, which is what we want. Variety is both the spice of life and the answer to our deck-building conundrum. So we want to make sure that our card selection is refined. So lets break each category down.
Board Control/Stall Tactics
I love the options Bant gives us for board control. Green has a lot of artifact/enchantment removal, white has a lot of good spot removal in the form of "exile" which gets around that pesky indestructible ability, and blue often bounces things off the board or counters things. So what options are best? Honestly, its up to you. But remember that the more options that a card gives you the more value you get out of it. Here are a couple of my favorite board control cards in Bant:
That should give you enough options to play with and see which ones you like best.
Protection spells are many and can come in many different forms, but ultimately it comes down to making sure our permanents stay permanent. For us this is most likely gonna be about protecting our creatures. Some of my favorite protection spells in Bant are:
The longer our creature(s) stay on the field the more likely we are to win.
This can either mean card draw, digging through our library, or just straight up tutoring. Some good options are:
By giving ourselves card advantage, we can find solutions to problems a lot faster.
And finally we get to the bread and butter of the deck, the creatures. Now the mechanic we're working with is the Exalted mechanic, which states that if the player attacks with exactly one creature, then each card with Exalted (including the attacker) will grant that lone attacker +1/+1. This aggro tactic minimizes casualties in battle but doesn't reduce the armies strength during the attack phase. So the more instances of exalted we have the more powerful our lone attacker is. Here are some cards worth looking at into for this combat style:
With these creatures at our disposal, opponents will often find it hard to outgrow our aggressive playstyle.
Now keep in mind that the exalted mechanic itself is very aggressive and simultaneously acts as the "buff" aspect of our defensive tactics that mentioned near the top. So we need little in the way actual buffing spells like Giant Growth; that leaves much more room open for including a lot more control and card advantage spells. Ultimately what you pick is up to you but try using the cards I've listed above as the basis of your card selection and go from there. Cross reference which cards fall into multiple categories for the best options possible. I don't want to just straight up give you a decklist, I want you to choose the cards yourself and make a deck that's entirely your own. I hope my longwinded advice helped LOL happy deck building.
6 months ago
6 months ago
I'm not sure what Yorion would do other than let you reuse Eternal Witness, let you change Detention Sphere target, or reset Jace, the Mind Sculptor starting loyalty which is already pretty low. Just because it can be your companion doesn't mean it should.