When Prison Realm enters the battlefield, exile target creature or planeswalker an opponent controls until Prison Realm leaves the battlefield. When Prison Realm enters the battlefield, scry 1.
Printings View all
|War of the Spark (WAR)||Uncommon|
Combos Browse all
|Commander / EDH||Legal|
Prison Realm Discussion
3 months ago
That is a very good question, what to cut. I don't want to micromanage anything but here are cards I feel are "weak" with what you have going (also, keep Dash Hopes if your play group hates it, it must be good ;))
Out (?): Conclave Tribunal
Dictate of Erebos (I know, it's an amazing card, but without creature support it isn't actually doing anything for you. This is a soft cut, it's always going to put a little work in just like Butcher of Malakir)
I LOVE Subversion but is it really putting in enough UMPH for 5 CMC? I really like Righteous Cause but that's just me. Hissing Miasma is pretty cool too, no life gain but it's cheaper and deters attacks.
Consecrate / Consume (hope formatting works here) is a 4 cmc kind of squanky force sacrifice of the most dangerous (most powerful) creature of an opponent. I don't like it. You have a huge removal suite and this seems like a good cut. You have Orzhov, you are the removal king and you can Murder or Return to Dust
Consecrate / Consume is too situational to be useful in your go-to 100
Revival / Revenge is sexy, keep it. But look at what cards actually make it mean something. Serra Avatar Evra, Halcyon Witness Sunbond etc. Play around with it, but in my experience, it is rare for doubling your life total to more impactful than gaining 3 instances of life gain. (but look at Wall of Reverence
Cut Dismember for more "UMPH" (kill conditions) Cut Make a Stand for more "UMPH" (kill conditions) Cut Nightmare's Thirst It is too situational for you. We can find better removal. Find room for more "UMPH" (kill conditions) Cut Rootborn Defenses we're going to add some creatures who love life gain after this section
OK, stick with me on this one: Liliana, Dreadhorde General draws cards for dead creatures, right? But... you don't have creatures (really) in your deck... Not saying cut her, but she would and will be happier in a sacrifice black deck (Maybe a Sheoldred, Whispering One deck, I think you could do it). If you need to make cuts I'm saying she isn't doing much for you here but letting you draw sometimes.
We're not abusing Athreos, God of Passage but he's too awesome to cut. If he isn't pulling his weight in this deck you can ship me the card, I'll give you my address. ;)
Mentioned Butcher of Malakir before: awesome card as deterrence but it shines when you have a lot of token to sacrifice for value. not an immediate cut, but if you include Sheoldred, Whispering One and Dictate of Erebos you might want want to add some sacrifice/recursion to capitalize. Making your sacrifices give you advantage and hurt your enemies is the coolest thing black can do.
Cut Piper of the Swarm replace with Vampire Cutthroat or Vampire Nighthawk or Call to the Feast or really anything. Piper isn't helping your mechanics. Replace with Sunscorch Regent because that guy beefs up fast and hard.
Dusk is a great wipe and the dual nature of the card gives utility.
This is your call. I'd recommend Sunscorch Regent as a win-con.
Rebuff the Wicked is a fantastic counterspell, works with you control aspect. If it were me I'd add more card draw and Approach of the Second Sun and aim for that. Easier win con than Revel in Riches in my experience (have mardu deck based on treasure, removal and alternate win cons and Approach of the Second Sun is much easier and more reliable than Revel in Riches.
I don't know what else to say. You make your own Kambal deck. Just know you need some "UMPH" to take down your opponents beyond some life gain and drain. I love the build, but you need to 'seal the deal' as it were.
3 months ago
5 months ago
1w rather than 4cmc to exile immediately and give the opponent some life. Better than Path to Exile, since a land is more dangerous than life.. and your creatures are so smashy, you'll take that life right back anyway. I'm thinking the 4 Mana cost isn't worth the flexibility of being able to cycle it. Cast Out is good as an additional Oblivion Ring in mono-White or maybe a 2 color deck that's heavy on white removal, but I think Swords allows you to remove a threat for good, and still drop a threat of your own on the same turn. I also fear using cards like Oblivion Ring or Stasis Snare being removed and the threat returning.
If you don't mind that risk, I'd still prefer Prison Realm. Mid game removal of a threat plus Scry 1 for 1 mana less. Just a thought.
Your offense is so fun. I forgot to mention that I love that you included Realm-Cloaked Giant in this deck. I don't know how I missed it.
6 months ago
Commander / EDH*
20 VIEWS | IN 1 FOLDER
So with Ugin and Nico Bolas no longer in the picture, it dawned on me that Palladia-Mors is "technically" the only Elder Dragon still alive. She is under a sleep spell, but all spells can be broken. So the theme of the deck revolves around this idea of Palladia re-awakening (again) and either freeing him from the Prison Realm or rebuilding his empire for herself. I'm looking to include rare artifact cards, as well as other notable dragons that would side with her. I've got a good list going already, but you guys probably know more about the lore than I do, so give me your thoughts and suggestions!
6 months ago
@chrclgry, I've been meaning to swap those around, but just been too busy recently to get on and do it. There are a few other changes that I'll aim to update, and work on the primer a bit more too this weekend hopefully :)
Although, Prison Realm may still have merit in certain metas, there aren't too many decks with must kill permanents that it doesn't hit. If there's a well defined meta in your LGS, and there is someone with a Paradox Engine homebrew, then definitely swap them, but it's not necessarily correct. That being said, I have been meaning to update the deck for a while now
6 months ago
Isn't Banishing Light just a better Prison Realm. Being able to answer enchantments and artifacts means a Paradox Engine(heaven forbid) or a Oath of Kaya can be dealt with. In Pioneer, a scry 1 stapled onto a less powerful removal spell I don't think cuts it. Remaining flexible isss an important part of your decks strategy after all. These are just suggestions however, I like to raise some questions so you can decide what you like better.
6 months ago
sergarrick, The main thing that Calix, Destiny's Hand gives us is card selection, rather than card draw. Wwe don't win the game because we drew more cards, we win because we draw more meaningful ones that answer the threats our opponent presents us with. The -3 is a nice catch-all, out of the removal that we have in the deck, only Cast Out hits everything. Baffling End only hits cmc 3 or less creatures, which hits a lot, but not everything. Prison Realm only hits creatures and planeswalkers, which is the majority of what we want to remove, hence it takes the slot over Banishing Light or Ixalan's Binding , but alas, it has limitations too. This is why I like Calix here. He may just be too slow, but I need to test him more to find out.
Destiny Spinner is one I'll definitely be testing in the sideboard when I get some time to. I could see Alseid of Life's Bounty being fine in the sideboard for enchantment hate, but it's unlikely I'll end up running it mainboard, because in the early game, I'm just looking for cost reducers and card draw to find my removal spells. People don't tend to play enchantment removal mainboard outside of UW Control running Cast Out (which we can just remove with out own copies), and GBx running Assassin's Trophy . The fact that Alseid is a permanent hurts it a lot. If it were a Gods Willing effect for creatures and enchantments, I'd be more interested
Rabid_Wombat, Are you implying that I copied your deck, or just looking for free traffic there by posting it here? Your build is very different to mine. You've gone down the route of running the land enchantments for ramp, with arguably too many copies of a lot of the core pieces of any enchantress deck.
If you want to give constructive feedback, please do. Just saying "mine is better" doesn't help anyone. If you think that the land enchantments fix problems that this deck has, explain why they do, and which cards I'm running that are worse. But for the love of God, don't just come and say I've copied your deck and that yours is better.
7 months ago
Mana Bloom can only make 1 mana each turn.
Baffling End only hitting 3 or less comes up occasionally, but not very often. Most of the things we're wanting to hit with it are things in the aggro decks like Knight , Pack Rat , Scrapheap Scrounger , Bloodsoaked Champion out of mono B, anything apart from Glorybringer from mono R, also hits most things from that mono G stompy deck that's been going around. The restriction has been awkward at times, but I also run Cast Out and Prison Realm for bigger stuff, so I often have other options, especially with Idyllic Tutor and Calix, Destiny's Hand to find them when I need them.
I'd personally cut the Satyr Enchanter s altogether, I think that 6-8 card draw dudes is enough tbh, often later in the game, I stop playing more in fear of decking haha.
I've found having the full 4 Sphere of Safety in the 75 has been great. 2/3 in the main depending on if you go down the Idyllic Tutor route to find them more consistently is where I've landed after some testing. It's not the kind of card you want to draw 3 of in any game, and it's not particularly stellar in the control matchup either. Saying that, I'd definitely finish the set in the sideboard for creature decks, because a lot of the time, it's just lights out when it hits, or at least buys a lot of time to get set up more and stabilise.
Here's the link to the discord server (set to never expire so if anyone else comes along and wants to join, they can):