Prison Realm

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Legality

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

Prison Realm

Enchantment

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.

TheoryCrafter on What Shall Happen to the …

1 year ago

TypicalTimmy, it's from the Mirrodin Besieged block. Melira, Sylvok Outcast has the ability to remove Glistening Oil from the infected. As you said, if it fully corrupts the heart its incurable. Venser, the Sojourner was suffering from Phthisis(powerstone radiation poisoning) and knew he didn't have much longer to live. So he gave his spark to Karn and the spark flushed the oil from his body. That's how Karn Liberated was cured.

As for Nicol Bolas, his memory isn't erased. Jace Beleren created an illusion where he showed Nicol exploding and then Ugin, the Spirit Dragon just took his name in such a way he cannot be summoned. Thus, his home is now a Prison Realm.

9-lives on Big Weaklings [Budget Azorius Jank]

2 years ago

I see you have a general strategy that is similar to mine. Instead of tutoring enchantments in the deck, you have Fae of Wishes for your sideboard and saving room in your deck, which is really nice. Prison Realm is good with that scry 1. I don't know if you know that you can't tutor Deputy of Detention with the Fae of Wishes considering that it's a creature.

DreadKhan on

2 years ago

I have the same issue in my Esper deck, the lack of easy land ramp makes the land choices so much more important, because you can't fudge things very much. My Zur land base is fairly reasonable, other than the odd card, and might have some interesting options. I also run a ton of basics because I run Back to Basics and can't afford to cut too many. Salt Miner (Rule of Law cEDH) is the deck, feel free to look at the mana base, it can get Zur out turn 3 pretty consistently, even with lots of basics and none of the pricey rocks.

Conclave Tribunal seems pretty clunky to me, not versatile enough or powerful enough to justify such a potentially high cost. If you want a small upgrade that is a bit less budget at some point, Grasp of Fate is a very good version of the exile enchantment, and I think it's a lot better than something like Prison Realm in terms of power level.

NicodaPico on

2 years ago

ya so youve gotten alot of the good bant enchantments down but theres some that you missed that I think are really good. With Bant enchantments it gives you a way to modify your removal package to be a bit more synergistic. cards like Frogify , Mystic Subdual , Prison Realm , Darksteel Mutation , Kenrith's Transformation and even On Thin Ice if you run snow lands are great synergistic removal spells that can shut down commanders while also drawing you tons of cards or other effects.

Mirrormade is just another copy of your best enchantment

Idyllic Tutor , Lost Auramancers , Heliod's Pilgrim , Open the Armory are all fantastic tutors for cheap

Sterling Grove , Privileged Position to protect your whole board

you've already got your card draw all on enchantments which is great but have you thought about ramp too? You can very easily go all in on enchantments this way with land auras. Cards like Fertile Ground , Wild Growth , Overgrowth , Utopia Sprawl , Omen of the Hunt all make your lands better.

finally Canopy Cover is really cool, and i'd drop eutropia, nessian wanderer, and thirst for meaning. You have better ways to get lands and draw cards

Apollo_Paladin on HEAVENs Legion

3 years ago

Right on.

You might give Prison Term a look instead of Prison Realm too if you want to stick with similar functionality for the card slot. Prison Term is great since you can just basically toss it onto any old weenie-creature as soon as you can where it can just sit until a real threat enters play. Also, creature abilities are becoming more and more common, so at the very least having a shutdown beyond just simple Attacking/Blocking isn't an awful idea either.

I think you could easily drop this down to a 22-mana build and just toss a couple in too if you don't feel like making another swap. You've got a pretty low mana curve here, plus somewhat reliable card draw with all that lifegain and Dawn of Hope.

RinceRaven on Brago

3 years ago

Made some changes to the draft. It needs a couple more cuts and maybe even more changes but I thought I'd leave it here for now.

In: Cast Out, Oblivion Ring, Journey to Nowhere, Reshape, Oath of Jace, Whir of Invention, Teferi, Mage of Zhalfir, Meteorite, and some counterspells.

Out:

Augury Owl, Aether Tunnel, Aqueous Form, Vapor Snag, Whirler Rogue, Prison Realm, Hedron Archive, Archaeomancer, Drannith Magistrate, Kor Cartographer, Mnemonic Wall, Unwind, Momentary Blink, Ghostly Prison, Disdainful Stroke,

note: some of these are good cards and maybe should be put back in. I tried to focus on the combo and decided to cut some more basic synergy pieces that might deserve their places back.

Apollo_Paladin on Innistrad's Last Humans

3 years ago

Neat build, some really solid cards here! +1

One thing I see though is that you don't really have protection other than just Hexproofing everything. That can work well for some decks, but what do you do against global effects (especially boardwipe effects along the Wrath of God line which have been particularly popular with all the new variations of this spell that are out now).

I would also add in at least something like Selfless Saviors just in case an opponent finds a way around Hexproof (there's many). They're also useful in case you encounter Deathtouch, which can still be a wrench in your Hexproof plans.

Then, I'd probably also Sideboard some control options for Artifact/Enchantment destroy to help get around stuff like Ghostly Prison, Crawlspace, Ensnaring Bridge (plus many, many more) which can still pose a problem for you even if you're not actually having creatures die. Destroying a creature is only one of many options for dealing with the threat, I wouldn't count quite so hard on Hexproof being your savior each time to secure wins.

You might be able to work around this by switching Prison Realm for something like Banishing Light which can target all nonland permanents instead of one that can only hit Creatures/Planeswalkers. I'm not sure this would be enough as you've only got 3 copies & it's the only card which can do this in your deck - but I also don't know your usual playgroup or anything so perhaps there's a reason for some of this strategy too.

Hope some of this helps!

TriusMalarky on

3 years ago

9-lives In 60-card formats, you can just run 4-8 removal spells. Literally. You don't need obscure, bad Fogs, Tormod's Crypts and funky Naturalizes to deal with what most decks are doing.

4x Prison Realm would be fine.

I think you're a little confused when it comes to interaction -- what I've gotten from "you want to answer each threat with a good card for it" in the context of that post is that you're trying to wield silver bullets against specific archetypes -- and the archetypes you're trying to fight are really weird ones.

See, for the most part, you won't need to fight Graveyards, Artifacts or Enchantments, and you rarely need Fog effects or ways to make your creatures indestructible unless you're playing against very specific decks. Most of the time, you could run 4 Prison Realm and be totally fine. In fact, I recommend something like Prison Realm or Seal Away as removal to deal with whatever your opponent is doing. I always run at least 4-ish interaction maindeck in 60-card.

Also, you're confused on when and why you want hate cards against specific decks. Very few decks are actually going to be using artifacts or enchantments in a way that you're scared of them. And the ones that do, especially in Pioneer, are easily taken care of by Felidar Sovereign.

Graveyard decks are easily taken care of with Tormod's Crypt.

On drawing what you need.... just run enough. There's enough good creatures that you can win, there's enough white removal that you can draw it in time. Tutors are really only good when they draw you multiple cards or tutor up a combo piece. They're just slow and a bit clunky.

I mean, unless you have 3+ mana, are using cards like Swords to Plowshares and Path to Exile, and tutor stuff up with Demonic Tutor... which still sucks in most formats.... you're spending too much mana for too little cost.

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