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.

Browse Alters View at Gatherer

Trade

Have (1) TheAnnihilator
Want (1) LoudZoo

Printings View all

Set Rarity
Judgment (JUD) Rare

Combos Browse all

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Highlander Legal
2019-10-04 Legal
Leviathan Legal
Legacy Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Solitary Confinement occurrence in decks from the last year

Commander / EDH:

All decks: 0.01%

Solitary Confinement Discussion

Mitchelljoneill on Golos: Hazed and Confused

4 days ago

I have decided to remove Primordial Hydra from the deck. I have replaced this card with Privileged Position.

The are a few reasons why I removed Primordial Hydra the first being that far too often I would pull it off of the top of my library when activating Golos, Tireless Pilgrim which means I cast him for 0 on "X".

The second reason I removed Primordial Hydra is because it cannot interact with cards like Debtors' Knell and Reya Dawnbringer once again due to the "X" in it's cost.

Lastly, I feel like the deck does not interact with Primordial Hydra as well as other decks that abuse "X" costs do. It felt like I was trying to keep the hydra in the deck to stay on upkeep theme.

Now that I have Privileged Position in the deck, I can now better protect cards like Solitary Confinement, Form of the Dragon, and Paradox Haze which are all very big targets for removal for my opponents.

Atsuma on EDH Removal Master List

3 weeks ago

Ratchet Bomb,Engineered Explosives,Nevinyrral's Disk,Elspeth, Sun's Champion,Elspeth Tirel,Necroplasm,Chain of Acid,Coercive Portal,Do or Die

idk what your thoughts on listing prevention are but Crawlspace, Ensnaring Bridge, Solitary Confinement all see pretty heavy play in their niche.

I'll probably update as I come up with more of my favorites.

Epicurus on Drawn to Death

1 month ago

G'damn, the "set up my pillow fort and watch you draw to death" strategy. That's damn brutal.

I've always loved the Maze of Ith + Silent Arbiter pillow fort combo. But Solitary Confinement is a nice addition. Also, though, consider Arcane Denial.

Great build. Cheers!

gtranchedone on Zur's Prison

1 month ago

Balfagore Thanks for the tips. I'll definitely make some changes based on your suggestions. In fact, I'm adding Sun Titan right now (for the longest time I misread it!) and Solitary Confinement and Mistveil Plains are solid additions too. I haven't added Armageddon on purpose because it's too evil

Balfagore on Zur's Prison

1 month ago

I've played Zur since Shards of Alara came out, so here are a few staples I advise: Aura of Silence: slow down opposing enchantment decks Sun Titan: bring key enchantments back from the graveyard in a way they can be attached to Zur Angel's Grace: Split Second cards are great, and this one can give you a chance to stop a combo Armageddon: once Zur is on the table, your need for lands is significantly less than your opponents' Scroll Rack: switch out bad cards and tutorable enchantments from your hand with counterspells before you shuffle Ivory Tower: Use your discards to your advantage to get an enchantment back into your deck, and get an infinite hand Daybreak Coronet: a good second Zur target that gives him vigilance Vanishing: protect Zur from Wrath effects with only two blue mana Solitary Confinement: combines with Necropotence to make you untouchable indefinitely Mistveil Plains: Put Zur targets from your graveyard back into your library Rewind: Counterspells that untap your lands for more counterspells are amazing in control decks

masedawg on UW Land Tax Reform

1 month ago

Thank you so much for your input psionictemplar!

  1. What is the purpose of the Scroll Rack? Is it to trade lands you get from land tax into other cards? - Exactly. Pull out lands, trade lands and unneeded cards to dig further into the deck. Thins out the deck too, and both cards in the combo are Enlightened Tutor targets. 4 Land tax is a must I think; you want a T1 tax, and tutor for rack if you need, then rack away the extra taxes. 3 Scroll Rack is what most tax/rack decks play; I don't want 2 in my opening hand, but I'd rather not have to tutor for it every game.

  2. Does only having 8 basic lands do enough for land tax? - It's admittedly an odd land base, but T1 tax and T2 rack while being able to counter at least 1 of your opponents spells is actually a fairly reliable opening. Moxes help, and Chrome Mox is part of the reason for 4 Detention Sphere (D-sphere a great card for this deck: exile it w/ chrome mox for UW, E-tutor target for emergency spot removal of all permanents with same name that I can't counter, and is blue for FOW and Force of Negation). I have 23 mana sources (16 lands + 7 mox), and remember with land tax you're literally pulling lands out the deck every turn, every game. As a result you don't want your deck stuffed with lands, but the trick here is having enough W for tax/e-tutor turn 1. Of the 23 mana sources, a maximum of 14 are UW (including chrome mox exiling a d-sphere), so it's a delicate balance that works ok now and I'm still tooling with it. Also, great recommendation with Hall of Heliod's Generosity! Bringing back Solitary Confinement is super valuable, but I have to see if it's worth the risk of only having colorless mana. I included 2 Solitary's so if 1 gets blown up hopefully I can tutor for the other.

  3. I'm also wondering about the inclusion of Genju of the Falls and the detention sphere's - LOL so am I. D-sphere as I explained earlier I think is crucial for this deck, but Genju is just a fun addition I've kicked around (acts as a pseudo Delver of Secrets  Flip, blue fodder for FOW is very important, the deck is full of islands, and it goes back to my hand! This is big because if Island gets destroyed, that provides synergy with Land Tax and helps refill my hand for counters and better scroll racks). I think sometimes the deck might stall waiting for Jace/ Luminarch Ascension, and if Luminarch gets blown up while I have solitary out, the opponent only attacks Jace if he's out too. Genju gives me a pocket Delver I can swing with if I'm stuck with Solitary and nothing else. It's likely not the best but it's a funny play I'm messing with, and other recommendations would be helpful. Standstill is a good rec, and I actually had Counterbalance in here originally and may put it back.

Basically I'm pretending that Abrupt Decay doesn't exist... that card gives me nightmares. Otherwise I think this deck can at least be somewhat competitive with a bit more refinement, and thanks for helping!

m_to_the_three on Siona and the Enchantresses-nauts

2 months ago

if you are going enchantress you need to run Solitary Confinement ,Sterling Grove, Sylvan Library(best draw card in the game), Aura Shards, Burgeoning, Exploration.

Some good ramp cards through enchantment is Utopia Sprawl and Khalni Heart Expedition. I also believe there are more enchantress type cards that you are missing to help ya draw as ya play your enchantments.

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