Ghostly Prison

Combos Browse all Suggest

Legality

Format Legality
1v1 Commander Legal
Archenemy 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
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Ghostly Prison

Enchantment

Creatures can't attack you unless their controller pays for each creature they control that's attacking you.

turkinaa on Elsa but She Can't Let it Go

3 days ago

Might I suggest a Ghostly Prison (or maybe also a Teferi's Moat for some more pillow fort protection.

Other ways to get taps in are Thassa's Ire, Puppet Strings, Staff of Domination, and some tricks with an Isochron Scepter. Some cards to use with the Scepter would be Psychic Puppetry and Twiddle as well as many of the ones you have already in your deck list. If you used Dream's Grip you can entwine with the Scepter (as well as kick cards).

kamarupa on Tails from the Crypt

4 days ago

First off, nice work. It's not easy to build decks such as this - there's just never enough space to pack everything you want in and I think you made a lot of solid choices.

Why Apostle's Blessing instead of Faith's Shield as a budget replacement for Heroic Intervention? Artifacts? Mana?

1x Hall of Heliod's Generosity to the manabase?

I feel like it needs some draw card/filtering/tutors. I like 3-piece combos because they're fun when they work, but they almost always need so much coaxing. I'm fairly certain you're not going to find near duplicates of any of the combo pieces, either, which always makes a brew both riskier and more difficult to pull off.

Another concern I have with this brew is that Fog, Suppression Field, and Authority of the Consuls won't slow down opponents enough. Those spells account for 1/6 of the deck, which sounds like a lot, but odds are you'll only hit one in the opening hand and maybe a second before the game ends. I don't think that's enough.

I don't know that there's a solution per se. I'd experiment with trying tutors and draw engines and also more pillow fort spells like Ghostly Prison in place of Nature's Claim and Tamiyo's Safekeeping. Protection spells are great, but if you can't get the combo, there's nothing really to protect.

For the record, I playtested it about 6 times and never got the entire combo within 10 turns and never had much defense either. I think, yes, given 15+ turns, it would start to look viable, but that's asking a lot from a fast format like Modern.

ToastedBagl on The Saga of Tom Bombadil

1 week ago

Sphere of Safety would provide you with a bubble. Similar effects are Propaganda and Ghostly Prison.

griffstick on Indulgent Tormentor or Visara the …

2 weeks ago

Ok, I've used all of those cards befor and the problem with them is

  • Indulgent Tormentor, it's just a bad card, if it was 4 mana to cast I'd say yea it's just another version of Loyal Subordinate and you can run it. With giving your opponents 3 options it's bad.

  • Visara the Dreadful, the cost to cast this at 6 mana is really one of the biggest problems with this card. Secondly, because it doesn't have haste, you'll have to wait a turn to use it. It's tap ability to destroy is really what's the best part of the card but because it's a tap ability you can't attack with the flying 5/5. That also applies to Avatar of Woe. Although Dread doesn't do anything that you can see (like Ghostly Prison). It seems like it's a bad card. But it's not. It hits for 6 with fear. And protection from the crack back.

In my honest opinion, you'd be better off running Royal Assassin in place of Visara the Dreadful or WOE. And running Ophiomancer in place of Dread.

dnthymamai on Tomik's League of Extraplanar Gentlemen

1 month ago

You probably know this, but Koskun Falls and Ghostly Prison only protect your life total. Opponents' creatures will be able to attack your planeswalkers without restrictions.

I would replace it with the already suggested Onakke Oathkeeper.

Nice deck btw :-)

Local_Hethen on Masako EDH

1 month ago

How about:

  1. Phyrexian Vindicator, solves flying and deters combat.

  2. Since you have Brave the Sands, you can use Defensive Formation to assign blocked damage how you choose.

  3. Some runner ups Boromir, Warden of the Tower, Aven Mindcensor, Ghostly Prison, Maze of Ith.

legendofa on Has WotC Been Doing a …

2 months ago

A (kind of) quick explanation:

Commander tends to encourage and support large creatures, fast combos, and accumulating resources (life totals, board presence, cards in hand, mana) to survive and defeat three opponents at once. 's strengths are rapid massed attacks and technical combat, defensive structure, and restricting opponents' options. Its long-term weaknesses include smaller than average creatures and reduced ability to generate resources quickly. This made it very poorly suited for EDH (now know as Commander). It was seen as a fairly viable support color for slower control decks, but unable to support a deck on its own and generally "unfun," with effects like Rule of Law, Armageddon, and Ghostly Prison only serving to stall and draw out the game. could set up a lock, but not provide many threats of its own to actually end a match. This meant that -centric decks were slow themselves and made everybody else slower, shutting down a match without providing closure.

Commander's increasing popularity and the strong advantages that , , and had over and in that format meant that these colors were often seen as weak and underpowered, even when presenting powerful options in Standard, Modern, and other formats more suited to their strengths. WotC responded by experimenting with ways to increase the viability of and in Commander without making them too strong in other formats.

I think they've done a reasonably good job overall, although the Legacy initiative decks probably represent a misstep, along with Smothering Tithe. Standard, Modern, and Pioneer have not seen an influx of cards drawing multiple cards each turn, while -centric decks are increasingly viable in Commander, although still need support at the highest tiers. Commander has always been a casual, highly variable format above all, where personal expression is encouraged as much as any mechanical balance. Still, the process is still very much in its experimental phases, and trial and error is the most cost- and production-efficient method of expanding 's (and every other color's) area of expertise.

Imagine if the fan-made format catered to 's and 's strengths. In this hypothetical, instead of trying to use all their old weird cards, the creators simply wanted to play as many different games as possible. Call it Rapidfire format. Life points start at 15, and the decks are singleton 45-card piles that use the colors of their commanders. Here, and are powerful, while and would need a lot of help--mill might be acceptable, but that's it. This little thought experiment is just trying to show that the apparent weakness of is simply residue of a single popular format that reduces its strengths and amplify its shortcomings.

This post was a lot shorter and less rambly when I started writing, I swear.

jarncards on WALL STALL

3 months ago

If you're dead set on Celestial Convergence, Axis of Mortality, Mirror Universe, or the much worse Soul Conduit are probably entirely essential to your gameplan. They are also searchable with your signature spell

Moat, Magus of the Moat, and Blazing Archon, Mystic Barrier and Ensnaring Bridge are also good ideas for your pillow fort. Ghostly Prison is nice, but these effects are always better when multiplied. Windborn Muse and Norn's Annex are also good ones.

Cosmic Intervention and similar spells are probably good ideas too.

Relic Barrier and Icy Manipulator are best friends with Winter Orb and Static Orb

Solemnity instakills

Ferropede?

Nyx-Fleece Ram is better than some of your walls, Daxos, Blessed by the Sun probably is too.

Dusk / Dawn is your best board wipe in my opinion. Also reanimates almost every card in your deck.

Renounce and Zuran Orb are good ideas to dodge mass removal or suddenly gain the life you need to win.

Add Reprieve. it is temporary, but it will allow you to dodge a counter, or you could use it to bounce your own about-to-be-countered spell back to your hand before the counter resolves.

Elixir of Immortality? might help against mill. not great though.

The One Ring costs life if you need it to draw, but pro everything is probably more than worth it, and the extra cards are likely to be as well.

Load more