Imprisoned in the Moon

Imprisoned in the Moon

Enchantment — Aura

Enchant creature, land, or planeswalker

Enchanted permanent is a colorless land with "T: Add ◊ to your mana pool" and loses all other card types and abilities.

Browse Alters View at Gatherer

Trade

Have (1) metalmagic
Want (3) gobzombie , Rallen , thomas9790

Printings View all

Set Rarity
Eldritch Moon (EMN) Rare
Promo Set (000) Rare

Combos Browse all

Legality

Format Legality
Tiny Leaders Legal
1v1 Commander Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
2019-10-04 Legal
Block Constructed Legal
Pioneer Legal
Leviathan Legal
Legacy Legal
Frontier Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Imprisoned in the Moon occurrence in decks from the last year

Commander / EDH:

All decks: 0.04%

Blue: 0.31%

GWU (Bant): 0.55%

Imprisoned in the Moon Discussion

DreadKhan on Zur and banter

1 week ago

A fun thing to do with Zur is to just cheat out a God or two, Heliod, Sun-Crowned and Athreos, God of Passage are both decent choices I find, but Thassa, God of the Sea can be a fine choice even if you can't make her a creature, since her abilities are pretty useful.

In an emergency, you can just make one of the God a Pariah to drag things out, and if you can make things unblockable with Thassa, dragging things out might work out well.

Deck looks like lots of fun, and seems pretty non-toxic! Good work making Zur seem reasonable.

Another good bit of tech is Imprisoned in the Moon which will just ruin a deck relying on a creature, PW, or even land's day, and they can't sac it nearly as easily vs Darksteel Mutation. You can theoretically remove a Commander with hexproof, indestructible, sac-proof, anything but protection from blue nearly, which is pleasantly rare.

Last_Laugh on Muldrotha, Queen of Rot

1 month ago

Crystal Vein - Ramps with Muldrotha out.

Cephalid Coliseum - Good draw that only takes a land slot.

Command Beacon - Never pay more than for Muldrotha.

Song of the Dryads/Imprisoned in the Moon are 2 of your best pieces of versatile removal in Muldrotha.

Feel free to check out my list for ideas. Upvotes on any of my decks are appreciated. Muldrotha's Madhouse - No Infinite

Last_Laugh on Muldrotha

1 month ago

Crystal Vein - Ramps with Muldrotha out.

Cephalid Coliseum - Good draw that only takes a land slot.

Command Beacon - Never pay more than for Muldrotha.

Song of the Dryads/Imprisoned in the Moon are 2 of your best pieces of versatile removal in Muldrotha.

Feel free to check out my list for ideas. Upvotes on any of my decks are appreciated. Muldrotha's Madhouse - No Infinite

jakaeser on Mardu EDH Test (Cheap)

1 month ago

Here's a some more staple cards you should consider:

Removal

  • Vandalblast is arguably the best artifact board wipe in the game.
  • Blasphemous Act is a must-run in any red deck. It's red's best board wipe, hands down.
  • Bedevil has a very specific casting cost, but the payoff is its flexibility.
  • Rakdos Charm – never leave home without it. Modal graveyard hate, the ability to really mess up a token swarm deck, and at worst targeted artifact removal is too good not to run.
  • Darksteel Mutation to make their commander a bug.

Lands

Ramp

Other

  • Goblin Bombardment is one of my favoritest free sacrifice outlets. Sac outlets are way more flexible than you'd think – someone going to blow up your board? Make them eat however much damage. They want to steal a creature? How about no. Someone plays something like Imprisoned in the Moon on Alesha? Sac her first before she's a land forever more.
  • You could also consider blink effects like Ephemerate and Eerie Interlude as multi-function board protection and ETB abuse.

I'm sure I'll be back with more recommendations later ;)

dingusdingo on Yuriko Reality and Consultants - cEDH

1 month ago

I'll cede the Nevermore point to you, the commander does indeed slip through it and yes I also know the card isn't played. The larger overall point though is that at any table you only have control over 100 of the 400 cards that see play and being vulnerable to a single card that shuts down your entire strategy is a liability. Especially when you play paper, people don't have 100% powered lists and often substitute hoser or situational cards. Regardless, the deck is still 100% dependent on the commander sticking on the table, and its practically your only source of card advantage. Any deck that handles the commander easily is going to shit all over your pile of 99. Replace Nevermore with Lignify or Kenrith's Transformation or Darksteel Mutation or Song of the Dryads or Imprisoned in the Moon and you have the exact same problem, your deck is shut off when your commander is handled. Rather than engage the actual logic of what I'm saying, you and your buddies are getting caught up on specific cards instead of overall types of interaction.

This deck crumples if it can't get commander triggers. That is the point I've been making. Stop misconstruing it.

You'll notice how when I talked about alternate costs, I even said you don't cast it for the regular CMC normally. I did say that in some situations, especially in grindier games, you may find yourself in a position where you end up casting the actual CMC of cards like Force of Negation as you don't wish to -1 card advantage your hand and you're packing the mana. Once again, why do you ask me if I'm reading your primer when you aren't reading my replies?

Yeah its neat that misdirection handles spells, I never said it didn't. I said it doesn't handle the 3 most important spells resolving in the format right now. I am well aware how it interacts with uncounterable cards. Once again, are you reading what I'm writing? Losing a permanent to Abrupt Decay sucks but losing the game to Tainted Pact is 100% worse. This is extremely easy comparative logic for anyone who is trying to win games.

I never spoke badly about Dark Ritual except to note its a consumable piece of mana, and doesn't help you in creating turn loops. I have no problem with its inclusion.

You must be seriously new if you don't understand that when I say Pyroclasm and variants, I'm talking about cards besides simply Pyroclasm. Every time I've mentioned it I've talked about pyroclasm effects, I'm talking about Anger of the Gods Earthquake Toxic Deluge Rolling Earthquake Fiery Confluence Sweltering Suns Fire Covenant Sudden Demise and Subterranean Tremors. There are also all kinds of "Destroy all creatures" effects that I didn't list. Yes, I am highly aware that 2 damage from pyroclasm doesn't kill Yuriko, but it sets back your board state, and all the other pyroclasm VARIANTS do kill Yuriko. This strategy is also seen in decks like Ruric Thar or Keranos. Its more usually seen in tier 2 decks that are able to engage the meta due to how creature heavy the current meta is. Being proud for playing cedh but only playing against 6 different decks doesn't really give you a huge representation of the viable decks in the format. It means you're still new. Yes its good to be aware of the tier 1 decks and the commonly played decks, but if you're running into more fringe decks that are able to leverage these kinds of cards against you, your deck is going to lose in more places than it should. Especially since many tier 1 partner decks are able to utilize these creature blow out cards with things specifically like Sudden Demise.

This leads into Xantcha being a competitive deck. It is 100% a competitive deck, there are decks besides Flash Hulk you need to be aware of. Especially in the current creature heavy meta, continuously blowing out the board turns your Pyroclasm effects into 3-for-1 or 4-for-1 trades to keep ahead of Blue and Green decks. It isn't a tier 1 deck, but if you play cedh you'll run into this deck or another deck that trades specifically on big creature hate. http://tappedout.net/mtg-decks/xantcha-combo-control/

Similarly, you'll run into a planeswalker commander like Animatou that is able to run big creature hate effects like Humility that once again, completely blow this deck apart.

I am not friends with SolelySelesnya and I don't know him personally or online. I just find these lists haven't explored new territory with Yuriko.

You guys can spend all day saying I'm rude until you're blue in the face, but I made a simple comment on both lists asking why they didn't run a specific card. Rather than respond, or tag me, or answer me, they deleted the comment and wrote a note about it that I received no notification for, and had to dig to find. Me posting on their lists is not passive aggressive, not being able to even respond to a comment and deleting it is passive aggressive. Also why complain about my tone when you use the same post to engage in the exact behavior you're so mad about? If you had just taken 3 minutes to respond giving your very basic reasoning for card justification instead of deleting comments, we could have had this conversation without you getting upset.

Now to respond to Rad Dummy specifically

If you don't think pyroclasm is cedh playable you need to reevaluate. Look at the proliferation of green due to the 7 mana different turn 1 mana dorks available to the color. Players keep 2 land hands because it includes a Llanowar Elves. Look at the amount of hatebear strategies that are significantly chipped away at from Pyroclasm and variants. Look at value enablers like Edric, Spymaster of Trest or even just Dark Confidant that are blown out by Pyroclasm. For real, the card definitely sees play. Board wipes ARE relevant for Yuriko because without a creature on the board you must cast then pass, not getting the immediate card advantage trigger. You also lose further card advantage from not being able to land other ninjas on players too for additional triggers. Your inability to see this makes me think little of your critical faculties.

Diving Top is indeed a grindier card, but you're missing the point I've been making the entire time. Your ONLY pile cracker outside of your commander is Brainstorm or Thought Scour. When your commander isn't available, your DD is a dead card in hand. Rather than respond to this point, you keep sidetracking about how its too much mana investment or only good for grindier games. Not every game is going to curve perfectly into a turn 4 or 5 win. Running DD and only running a pilecracker via your commander is short sighted. Rather than respond to that point, you keep sidetracking. Have you considered that maybe Doomsday isn't the exact same strategy as the rest of the Yuriko deck? Maybe by choosing to slot DD, you have to include build around cards to help find it and resolve it smoothly?

Its neat that you're getting real upset and want to patronize me about math. I only talked explicitly about mana costs, and didn't misspeak. The ability to start the time warp with 5 mana and take the extra turn into the land drop for the 6 mana for the loop is neat and should be included in the primer for the combo, but the combo has far bigger problems. You also never responded to my point about assuredly getting to 6 mana reliably with 29 lands and 4 pieces of ramp, only 3 of which can execute the loop. You're assuming a lot of Yuriko triggers that are not guaranteed. Once again, the back up combo still relies heavily on getting Yuriko triggers. It isn't helping you in match ups where Yuriko struggles.

  • Breezecaller is a creature and can be removed by LITERALLY any color at any point to disrupt the combo
  • Mystic requires 3 other islands in play, meaning you absolutely 100% cannot start the combo before turn 4 at the earliest
  • Mystic requiring 3 other islands means you are vulnerable to Strip Mine or Wasteland or MLD while setting up
  • Mystic returning from GY means literally any piece of targeted grave hate stops this combo. Any deck can run Tormod's Crypt, while many opt for more efficient pieces of GY removal or GY hate
  • Time Warp requires a cast every time and can be disrupted. It can also be Misdirection'd lol
  • Extra turn hate is present in some decks especially in the form of Stranglehold.

The combo is basically hoping everyone is tapped out or has 0 instants in their hands. While it may be slot efficient with other things that you wish to run, it is by no means efficient or fast overall.

I know you're trying to carve out a name for yourself, but you are clearly inexperienced. Playing against 6 decks that are copies of Shaper lists doesn't encompass the entirety of the competitive scene. Both this deck and your own list are extremely vulnerable to a handful of cards and a couple overarching strategies. Rather than engage critically and employ your big boy thinking pants, you would rather split hairs over "Xantcha could NEVER be competitive viable" or "Go watch casual YT video". My point stands. Rather than engage with honest critique, your ego is much too fragile to imagine that maybe the list you made has problems and isn't perfect. @ me if you wish to continue further discussing these points, otherwise lets save both of us any future headaches and leave this be.

Last_Laugh on Muldrotha midrange

1 month ago

Crystal Vein ramps in one turn with Muldrotha out.

Cephalid Coliseum is an excellent draw engine here.

Command Beacon allows you to avoid commander tax on Muldrotha so you never pay more than .

Song of the Dryads and Imprisoned in the Moon are 2 of your best pieces of versatile spot removal in Muldrotha. They're also a mean way to shut off decks that're reliant on their Commander.

Feel free to check out my list for inspiration. It's one of the top rated Muldrotha lists on this site with plenty of comments to sift through for more ideas. Upvotes on any of my decks are appreciated. Muldrotha's Madhouse - No Infinite

rdean14 on Card creation challenge

1 month ago

Tamiyo's Memorial

Legendary Artifact

At the beginning of each upkeep, that player draws a card.

If you would draw a card, you may scry 1, and put an inquiry counter on Tamiyo's Memorial.

At the beginning of your endstep, if Tamiyo's Memorial has at least 10


Darrowyn, Sire of Griselbrand

Legendary Creature - Demon God

Flying, Trample, Lifelink

Pay 2 life: Draw a card.

At the beginning of your upkeep, you may search your library for an Eldrazi card, reveal it, and put it into your hand. If you do not put an Eldrazi card into your hand this way, exile Darrowyn, Sire of Griselbrand.

6/6


I wanted a card which connected to both Emrakul, the Promised End & Imprisoned in the Moon, as well as the original trilogy. I love how this works like the Helvault, flavorfully.


Green & Black left. I think the Black one shouldn't make a black demon god, so that one should be something different.

Azeworai on Animar Elemental Tribal

2 months ago

Okay, so I am quite fond of brews that are delectation to pilot, but I am beholden to recommend some changes.

Now, Panharmonicon is a fantastic card, but there are only eleven ways to trigger the thing in this deck. Two of those are Draining Whelk and Grave Sifter, so, whilst they may have their moments, they seem lacking for doubling _ETB_s. This is my same opinion for Conjurer's Closet; what value is blinking something? Flameshadow Conjuring is in the same boat. These all become useless far too quickly, save for maybe Risen Reef shenanigans. Bramble Sovereign somewhat falls under the same folly, but I don't believe it to be as narrow.

Another thing to consider is the mana costs of cards. The majority of your curve is at three, which is probably when you would want to cast your commander. Ramp at two mana is far more ideal, as athwart to Keyrunes and Cluestones. I'd cut Temur Banner, Harrow, Gruul Keyrune for Talisman of Curiosity, Talisman of Impulse, and Rampant Growth. Wayfarer's Bauble is also of note. Llanowar Elves, Fyndhorn Elves, and Elvish Mystic each can draw cards off of some of your effects late-game whilst being incredibly effective early.

Pillar of Origins is a fine card, but it only produces mana for elemental, being twenty cards in your deck and the commander. This leaves seven lands with activated abilities and forty-two nonland, non-elemental cards that cannot be used with the Pillar. I would just use Talisman of Creativity.

Seeing as that you have ramp in the command zone, doubling down on card draw seems important. Guardian Project, Beast Whisperer, Garruk, Caller of Beasts, Primordial Sage, and Vanquisher's Banner can draw off of each creature. Kindred Discovery is an especially potent one. Shamanic Revelation and Collective Unconscious each can refill the hand well, but Tishana, Voice of Thunder may just be the best form of this effect.

I would perhaps include more elementals and/or more creature tutors. Perhaps specific creatures for situations, such as Collector Ouphe and Reclamation Sage.

If budget so allows, Thassa, God of the Sea, Rhystic Study, Sylvan Library, and Cyclonic Rift are as good as they are played.

Specific to your deck, Vivien, Champion of the Wilds just seems lovely.

Seeing the decklist, it seems to have a sparse amount of interaction. Reality Shift, Incubation / Incongruity, Imprisoned in the Moon, Song of the Dryads, Lignify, Pongify, and Rapid Hybridization are some to consider. Kenrith's Transformation even replaces itself.

I run Decimate in every deck I can. It is absolutely amazing and has literally never been lacking.

Some counter magic is always great; Supreme Will, Counterspell, and Forbid are some favourites of mine.

That shall be all from me!

I do have a couple of tribal decks along the same route as this if you so wish to peer upon them: Eladamri, Leader of Skyshroud The River Anew

Good luck and happy casting.

Load more