Prison Realm

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.

Latest Decks as Commander

Prison Realm Discussion

DreadKhan on My first own deck

1 month 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 months 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 / Angel-Token-Lifegain

7 months 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

8 months 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

9 months 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 Felidae Cult

10 months 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.

moo1234 on Card creation challenge

10 months ago

Nicol Bolas, the retired dragon

+1: Create 2 0/1 plant creature tokens

-2: Create a Story Book token it has ": Sacrifice this artifact target creature doesn't untap during it's controllers next untap step"

-6:Target opponent opponent gets an emblem with the numbers 1-9 whenever the spell with a mana cost equal to one of the numbers is cast cross off that number, when that player has 3 numbers in a row crossed off, they lose the game

4


So whilst Bolas was in the Prison Realm he realised, that maybe he was a bit mean to some people and retires from being an evil villain.

He goes to the retirement home for elder dragons where he becomes vegetarian, grows house plants, bores children with long stories and plays bingo

Nest challenge: create a card with more goats than expected, make of that what you will

Blobby_Bobby on Kambal - First Approach to Commander

1 year 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)

Maybe replace Prison Realm with One Thousand Lashes and/or Faith's Fetters

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.

In (?)

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.

Serra Avatar is great with life gain, especially if you add Rogue's Passage

Just look for ways to make that life gain work for you: Bloodbond Vampire Bloodthirsty Aerialist Ajani's Pridemate

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.

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