Solitary Confinement

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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
Planechase Legal
Premodern Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Solitary Confinement

Enchantment

At the beginning of your upkeep, sacrifice this 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.

DreadKhan on Zur is head of this prison

4 days ago

My Zur Prison was inspired by the little synergy pile of Solitary Confinement and Court of Cunning, Court pays for Solitary, so it's very hard for you to lose your Monarch status, so everyone else just keeps getting Milled for 10. You'll need another effect to draw, but Zur can find lots, and Zur can also find Greater Auramancy, it's not as pricey as it once was, but it might get reprinted at any point. Not sure if all that's fast/strong enough, but Zur can find the pieces (and if you get the Court second you are automatically Monarch, so it's a pretty solid set up).

Have you thought about running Hall of Heliod's Generosity over Auramancer? I've tried to use Auramancer, and it is so hard for it to be in the right situation I find, maybe your mileage varies. If you do use the Hall, Zur can find Necropotence and Second Chance, which will give you turns (but it can be hard to draw more cards without life gain), but since Zur can still attack you just Voltron up first, this is a nice way to finish a game so they don't drag on forever, there are lots of ways to find Hall when you're ready to set up the combo, it also works as long as your life is low enough on your upkeep to trigger Second Chance, you can then use Hall to let you draw Chance and replay it, cast it and have Zur find a Voltron piece, a nasty surprise if people thought you were almost finished. Second Chance can also be perpetuated with Estrid's Invocation and either Copy Enchantment or Mirrormade, recently found out about it.

If you're ever looking for a Prison feeling creature I have a lot of fun with Fatespinner, this holds one of your opponent's phases hostage each turn. Spurnmage Advocate is pretty hilarious if people like to attack often, you can give any one opponent 2 cards back to blow up potentially another attacker's creature, it's a sneaky card that plays well with prison type effects (lots of cards become situationally very bad with Rule of Law, you can give these back to them).

wallisface on Sigil of the Enchantments

4 months ago

Looks a lot stronger - some thoughts though:

  • I'm personally not a huge fan of Dance of the Manse or Setessan Champion. Dance feels like it just needs a lot of mana to still only have a "meh" effect. Champion has an alright card-drawing effect, but the +1/+1 stuff is often pointless, and the fact he's not an enchantment himself causes big tempo issues. Sythis, Harvest's Hand and Enchantress's Presence are just soo much better.

  • I'd opt for Sigil of the Empty Throne over Starfield of Nyx. Starfield is just inviting your opponent into playing their board-wipe. Sigil is a much safer way to win the game from the safety of the pillow-fort.

  • Your mana curve is low enough that you can play this with much less lands than you are currently. I think you can pretty safely go down to 21-22 lands.

  • You need some form of protection while you're pumping out enchants - at the moment your early-game is still at risk of being destroyed by a fast-attack. Enchantress decks typically run Solitary Confinement to keep themselves safe, though if you're not a fan of that card, Ghostly Prison could work nicely also.

legendofa on Does WotC Still Support Defensive …

4 months ago

Aside from time limits, there's the matter of perceived entertainment value. I speak from experience when I say it's not actually much fun to be sitting behind a Solitary Confinement while cracking Elixir of Immortality for the sixth time, in constant motion without actually progressing. High-level Stax decks in EDH are usually considered one of the most unfun strategies to sit across from, because they stifle activity without adding any of their own.

Defensive cards still very much have a place, but they're being treated more cautiously because too many of them at the same time, or a too-reliable lock, ends the game without actually ending it. The current development pattern encourages active and dynamic board states and effects, so that even if a player is running Clockwork Drawbridges and Gibbering Barricades, there's still an way to keep the game moving forward with Guardians of Oboro and Blight Pile, to give some examples from Standard.

wallisface on GW Enchantment

4 months ago

This looks really close to Modern Enchantress lists. I’d suggest finding room for Solitary Confinement, which can pretty-solidly lock a lot of opponents out of the game.

Tur on Hidden Power - Crop Rotation

5 months ago

TypicalTimmy

Thank you for noticing my intention, that is the key point of this argument!! Newer and casual players tend to disregard or ignore Crop Rotation, because they only see it for very expensive cards such as: Gaea's Cradle, Mishra's Workshop, The Tabernacle at Pendrell Vale, Serra's Sanctum, Bazaar of Baghdad, and Diamond Valley. (I.e. sacrifice a Forest and get Gaea's Cradle.)

In fact, I own all of these cards and in only one single case is Gaea's Cradle the first priority for Crop Rotation. Here are a few examples using commander decks: (These do not include utility lands, such as Bojuka Bog, Cavern of Souls, nor Homeward Path.)

Commander: Lord Windgrace

Lotus Field is great for ramping with Lord Windgrace minus three ability. Cabal Coffers is fantastic for ramp. Field of the Dead provides a win condition and blockers.

Commander: Mina and Denn, Wildborn

Because of Fiery Emancipation, Valakut, the Molten Pinnacle became ridiculously overpowered. Nine damage every time a mountain enters the battlefield. Furthermore, the Scapeshift combo causes you to win the game.

Commander: The Gitrog Monster

Dakmor Salvage is the combo engine for The Gitrog Monster. Therefore searching for it, the sacrificing it to The Gitrog Monster is crucial for the deck.

Commander: Gargos, Vicious Watcher

Hall of the Bandit Lord provides haste to the hydra tribal. Reliquary Tower is necessary for cards such as Soul's Majesty and Greater Good. Nykthos, Shrine to Nyx is pretty nice with the triple green devotion from Gargos, Vicious Watcher.

Commander: Carth the Lion

Field of the Dead is way too good in Carth the Lion, because Garruk, Cursed Huntsman emblems immediately with Carth the Lion. Making at least one 5/5 zombie with trample every turn is very strong.

Commander: Maelstrom Wanderer

Sanctum of Eternity allows you to put Maelstrom Wanderer back into your hand, allowing for the on-cast trigger to happen again. High Market not only taps for mana, but allows you to send Maelstrom Wanderer back to the command zone.

Commander: Sythis, Harvest's Hand

Unfortunately, for this deck Serra's Sanctum is the best target for Crop Rotation, however Nykthos, Shrine to Nyx is a close second best target. With Sythis, Harvest's Hand you have to commit heavily to the board, so your devotion is going to be high. Field of the Dead gives blockers before you can stabilize with Sphere of Safety, Solitary Confinement, and Ghostly Prison.

Commander: Marwyn, the Nurturer

Unfortunately, for this deck Gaea's Cradle is the best target for Crop Rotation, however Wirewood Lodge is a close second best target for untapping Marwyn, the Nurturer. In fact, I found myself frequently choosing Wirewood Lodge over Gaea's Cradle because it does not draw as much threat for Strip Mine effects. Wizards of the Coast is frightfully aware of this fact and has made many cards to compensate by using creatures and enchantments: Priest of Titania, Itlimoc, Cradle of the Sun, Elvish Archdruid, and Circle of Dreams Druid.

Hope this helps clarify my stance!

SufferFromEDHD on Patiently Enchantment-ed

7 months ago

Cascading Cataracts would be really useful.

Cut Teferi's Protection. Add Solitary Confinement. Would be like a second copy of Spirit of Resistance that feeds the graveyard.

Cut Sudden Spoiling. Add Humility.

Cut Supreme Verdict. Add No Mercy.

Cut Bubble Matrix. Add Inner Sanctum.

Cut Mind's Eye. Add Sylvan Library or Rhystic Study.

Cut Mob Rule. Add Stranglehold.

Icbrgr on What is the "best" way …

8 months ago

lol yup legendofa you did apparently have the fog itch awhile back and I commented on that thread too lol. The Solitary Confinement route really seems unique/fun/risky to build around (I love it)... and Martyr of Sands just seems genius wallisface THE CONCEPT OF That build looks neat!

I think I agree with nbarry223 with taking a liking to the scepter/spell route...the utility of spells like Blessed Respite/Dawn Charm have a lot of appeal to me... but i could just be having a case of "the grass is greener on the other side" going on because I own all to 1-2mv/cmc spells i could want for Isochron Scepter but tempted by the new hotness that Abiding Grace offers but im not exactly sure if its "better" or not.

Gidgetimer on What is the "best" way …

8 months ago

I don't know how the new list looks, but I had fun running Destiny Spinner and Sigil of the Empty Throne as win cons in enchantress. All non-land cards were enchantments, so it made Solitary Confinement easy to upkeep.

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