Solitary Confinement

Solitary Confinement

Enchantment

At the beginning of your upkeep, sacrifice Solitary Confinement unless you discard a card.

Skip your draw step.

You have shroud. (You can't be the target of spells or abilities.)

Prevent all damage that would be dealt to you.

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Legality

Format Legality
1v1 Commander Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Custom Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Oathbreaker Legal
Tiny Leaders Legal
Unformat Legal
Vintage Legal

Solitary Confinement occurrence in decks from the last year

Latest Decks as Commander

Solitary Confinement Discussion

DreadKhan on Not Another Zur Deck

2 weeks ago

Rule of Law is another 1 spell per turn enchantment, as is Eidolon of Rhetoric , both fetchable, and Archon of Emeria is great but not an enchantment. I run a Rule of Law based Zur deck, but I set it up so my win cons don't require 2 spells in the same turn. Does Consultation play nice with Laboratory for you, it seems like you are at risk of blocking your own win con sometimes.

Speaking of win cons, if you set up Helm of Obedience you might want to fetch a Mirrormade next, so you can kill the remaining 2 players in 1 turn, 1 the first turn you set up, then the remaining two the next turn. The versatile copy effect has lots of niche uses, so it's not a dead card (even if all you do is copy Sol Ring when you fetch it up, it's doing work I'd argue).

Web of Inertia is sometimes a lot better than Energy Field if being attacked period matters, IE vs Najeela or Eldrazi. If you just want the damage prevention I like Solitary Confinement , so I can't be targeted.

All That Glitters is, I find anyways, the best Zur Voltron card you'll find, often providing enough buff to win on it's own in slower match ups, IE if your hate cards do work. Any Copy Enchantment type effects (I run 3) synergize really well with Glitters.

Falrek on Karador, BoonWeaver Cedh

3 weeks ago

elijahhagler Hi nice to see that my old deck still brings viewers :D. But in this build I did not run any graveyard prot. But I have few in mind if you lose your needed combo pieces like Pull from Eternity and Riftsweeper . Another way to "Protect" your graveyard is to give yourself Hexproof. Then they cannot target you and usually your GY. Here some cards Ivory Mask , Orbs of Warding Witchbane Orb , Leyline of Sanctity , Sigarda, Heron's Grace , Solitary Confinement , Shalai, Voice of Plenty , True Believer , Aegis of the Gods

iLuv3M3 on [Primer] Political Subterfuge - Marchesa Aikido

1 month ago

Would Solitary Confinement be worth to run for a pillowfort?

Exoflo on Zedruu - The Path to Enlightenment [PRIMER]

1 month ago

Hi NetholonTheArchmage !

One year has passed and I'm always in love with your deck.

I was wondering why you were playing Minamo, School at Water's Edge . You've nice synergies, especially with Serra's Sanctum , but that's all the card does.

I spended many time to change some cards of your deck. I find that Pendant of Prosperity , Tolaria West and Dack Fayden fit very well in the deck, as Humility or Land Tax , but you probably already know for those ones.

Arcane Lighthouse and/or Shadowspear are great cards to deal with shroud/hexproof/indestructible, depending your playgroup. It's same for graveyard hate, but I'm still looking for a good card cause I also play with my graveyard.

I considered many time Nine Lives to Phyrexian Unlife , but still prefer the unlife to avoid loss of life cards, like Exsanguinate (where Nine Lives protect only for damage).

Trying to replace Robe of Mirrors (I don't like aura, they vanish with board wipes), I find Spiritual Asylum , wich seems perfect on the spot. But I don't feel confortable with the shroud effect it give. Sure, it protect your creatures and (most important) your lands, but it cancel the Zedruu's ability on lands, wich I'm used to give . Still keeping in mind Lightning Greaves , but it can't be tutored with Wild Research

I'm not a big fan about Illusions of Grandeur when you play Solitary Confinement . Why gaining 20 LP when you can never lose them ? I honestly find the combo unreliable and too much slow.

Finally, thank you for your work. It really make me love Zedruu, and gived me the strength to start building a deck (I mean, ctrl c - ctrl v your deck). Best of luck to you, can't wait for next update

Wedjat on Liesa, Mother of Monsters and Masochism [PRIMER]

2 months ago

Wow, consistent list and very fun looking. How does the list fare versus intense aggro? Have you considered Solitary Confinement for the ultimate defense? You have enough card draw to offset the cost.

KayneMarco on Not Another Zur Deck

2 months ago

I’ve got some enchantment combos for you to consider.

Best thing is that everyone of these cards can be Zur’d out.

SirHipHopHippo on "At the beginning of your upkeep" Tribal

4 months ago

Johnsonsonsonsonson

Oh Johnsonsonsonsonson, let me tell you about the Enduring Ideal Gambit.

So when I cast enduring ideal, the first thing I grab is Paradox Haze of course. Now unless my opponents destroy paradox haze, I can now trigger Enduring Ideal twice on my turn. So, I typically grab Assemble the Legion with the first trigger and Copy Enchantment with the second trigger and have Copy Enchantment copy Paradox Haze, I now have three upkeeps on my turns which means I can now search for 3 enchantments.

So next I will usually grab Sanctum of All for trigger one, then I will grab Honden of Infinite Rage for the second upkeep trigger (plus Sanctum of all will now trigger twice this turn). For the final trigger I will grab Estrid's Invocation copying Paradox Haze, I now get 4 upkeeps a turn.

Here we go, now on the next turn you can most likely get every single shrine into play with a bunch of upkeeps, and additionally grab tons of other options like Debtors' Knell for creatures or Solitary Confinement for protection. There's also one more enchantment you can tutor to copy paradox haze and that is Mirrormade.

Man, Enduring Ideal is so so broken.

TotesMcGoats on Wizzardrix (Kwain, Itinerant Meddler)

5 months ago

Massacar

Gonna have to say 'nope' to all three of those, and I'll explain why! :)

Defense Grid works equally for everyone, and this deck plays a LOT of instants and instant speed effects. I even had Leyline of Anticipation and Tidal Barracuda in it at one point, but they ended up getting cut cuz they weren't that necessary. This deck tends to play like a spectator for the most part, occasionally playing some more card draw or defensive pieces, but mostly its reactionary to anyone getting up to trouble in a way that we don't like, and Defense Grid actually makes it harder for US to do that. We don't have much of a gameplan for other people to try to stop, so this card would actually be way better for everyone else at the table, and way worse for us.

Same goes for Bottled Cloister. We have a LOOOOOOT of card draw, including in our command zone, so we don't really need 1 more. We also play primarily at instant speed, so exiling our hand when its not our turn takes away our ability to cast spells in response to whatever our opponents are doing, which is VERY counterproductive.

Our hand is going to be bursting with cards most of the time, so Ensnaring Bridge is also going to be REALLY really bad unless we also had the Cloister out, which is still not good for us. The big upside to Cloister+Bridge is that you get to have a hand on your turn so that YOU can attack with your creatures, but then on opponents' turns, your hand is gone, so they can't attack back. But, we don't really have a lot of creatures or ever plan on attacking, so its not very helpful.

Lastly, we have plenty of pillowfort cards already, and 3 more cards that can copy them. Specifically I try to focus on cards that make it inconvenient to attack us, rather than strictly stopping attacks altogether. Cards like Solitary Confinement or Island Sanctuary were considerations I had, but they're a bit too aggressive for me. People read them and think "Oh no, I CAN'T attack him." rather than, "Oh, I have to pay 2 mana to attack him? That's kinda annoying, I guess I'll attack someone else."

The exceptions I made to this are for Crawlspace and Silent Arbiter. Both still allow opponents to attack me, but only 1 or 2 creatures at a time, which keeps it manageable and makes it not worth the effort. Silent Arbiter in particular I enjoy because he works for everyone and can be a great political play if one player has built up a huge board and is about to start going to war and taking people out. Arbiter can slow combat down significantly, and most people are generally pretty happy for the sense of security it offers.

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