Imprisoned in the Moon

Combos Browse all Suggest

Legality

Format Legality
1v1 Commander Legal
Alchemy 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
Penny Dreadful Legal
Pioneer Legal
Tiny Leaders Legal
Vintage Legal

Imprisoned in the Moon

Enchantment — Aura

Enchant creature, land or planeswalker

Enchanted permanent is a colorless land with ": Add ." and loses all other card types and abilities.

Necramus on Baral, Chief of No

1 week ago

Sea Gate Restoration  Flip - this can double as either a land or a phat ass draw spell, depending on how you want to use it, and options are always good!

Finale of Revelation - again, can be a phat spell or a more modest one, depending on what you need. You have several ways to discount spells, though, and so you can kinda cheat your way towards the high end of this spell.

Sapphire Medallion - don't need to explain this one.

Solve the Equation - excellent tutor for this deck and a budget option to Mystical Tutor, though, I'd suggest both.

Consuming Tide and Cyclonic Rift are both mono blue pseudo wipes that you'll probably want to help keep the battle field in your favor.

Rhystic Study - don't need to explain this one.

Mystic Sanctuary and Otawara, Soaring City are both free for you to play and are better than basics when you have so many.

As for additional counterspells I'd suggest Mana Leak, Tale's End, Force of Will, and Delay.

Since you're on the discount game, I'd also suggest Bribery and Mass Manipulation too!

And one last piece of removal: Imprisoned in the Moon

Hope this helps! I like that your curve is almost down to 3. Your deck building skills are getting keener!

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

Durpus on Alternative Pongify

2 months ago

Rapid Hybridization, Reality Shift, Resculpt, and Curse of the Swine are some similar mono blue options. If you're looking for colors outside of blue there's Generous Gift, Beast Within, Darksteel Mutation, Kenrith's Transformation, Imprisoned in the Moon and Song of the Dryads if u don't mind turning things into lands.

Phule451 on Patiently Enchantment-ed

3 months ago

Darksteel Mutation and Imprisoned in the Moon are great enchantment based removal. Krosan Verge, Skyshroud Claim and Nature's Lore are good ways to ramp and fix.

Phule451 on Snowed In

4 months ago

Rimewind Cryomancer works really well with all your snow permanents. Imprisoned in the Moon is terrific removal for problematic commanders on the other side on the table.

Profet93 on Infinite Reflection

4 months ago

I'm not too familiar with the synergies of the commander, can you explain the purpose of these cards...

Font of Mythos + Howling mine - Why play these in the color that has the best card draw?

War Tax - Your weakest propaganda effect. Is your meta more aggro?

Spellbook - Is the redundancy necessary given that you run reliquary tower? I get it's also a 0 drop for Arcum. But I don't feel your deck consistently draws enough cards to warrant it. How has it played in your experience?

Here are various suggestions, please let me know what you think of each of them.

Imprisoned in the Moon - Removal/Commander Removal, even more effective against mono red or black. Not necessary, but given you aren't running counterspells, it might help to be a source of removal for you should you be lacking

Brainstorm/PreordainMystic Remora- You could use more one drops for an early game, not necessary but could be helpful to filter your draws. Mystic remora is the best of the 3 IMO. Not sure if mystic remora is out of your budget per card.

Misdirection - Redirect targetted draw, removal, extra turns, counter counterspells and more! Interaction while tappedout is nice, it's like a budget force of will, but redirects instead of nullifying it.

Narset's Reversal - Similar to above, but not a counterspell. Unsure if this and misdirection fall under what you consider a counterspell, but it's worth noting.

Riptide Laboratory - Protection for commander, sower of temptation and value if you ever add snapcaster mage.

Castle Vantress - Better island

Dreamscape Artist - Ramp, discard enchantments. Lands come in untapped. Most people let the little guy live.

IzzWizz on Miirym, Sentinel Wyrm: Double Dragon

7 months ago

I've been running Intet, the Dreamer as a dragon tribal deck for about a year now and I am in the process of converting it over to Miirym. Here are a couple of my thoughts.

  1. get as much of you ramp from lands as possible, and run artifact sweepers. Green's strength is in playing extra lands and being able to disrupt your opponents ramp is great. Kodama's Reach and Cultivate are fine in a green list where your commander costs 6 and hitting land drops is really important. Cut some of the signets.

  2. Kind of counter to the point above, why aren't you running Cursed Mirror? It's an infinite combo with Astral Dragon.

  3. Why An Offer you Can't Refuse over Swan Song?

  4. Dragonspeaker Shaman is a second copy of Urza's Incubator.

  5. I prefer both Recurring Insight and Prime Speaker Zegana over Kindred Discovery. 5 mana is a lot for an enchantment that doesn't do anything the turn you play it unless you already have a dragon on the board.

  6. You don't have a lot of ways to deal with enchantments. Consider adding a bounce land or two if remove like Imprisoned in the Moon or Song of the Dryads is something you run into regularly.

  7. Valakut Awakening  Flip and Sea Gate Restoration  Flip are worth the slots. especially if you add a bounce land or two to "rebuy" the land and cast the spell for gas.

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

Load more