The Idea and the Prison

The foremost reason to play Hanna is for the prison aspect, she isn’t inherently a Prison card, but her colors and her ability makes her prime Prison potential. To the unexpected, Hanna doesn’t seem that dangerous or threatening, which is something to use to your advantage. For the individuals whom have never played Prison before; play it safe.

Don’t drop your Sphere of Resistance on Turn two just because you have it, or your Nevermore on turn three naming somebody’s general that isn't going off. It will only generate unnecessary hate in your direction that you desperately don't want. Once you play a few weeks at your LGS, people will start to catch on, more people will see you as a threat no matter how much you deter from it. So, once you've made your mark, don't hesitate to show them what you've got. In case you do draw hate in your direction, these are the cards you'll be using to keep yourself protected against a plethora of strategies:

  • Authority of the Consuls A great way to offset token focused stategies, keeping haste creatures at bay at the same time providing you life in the process.

  • Ghostly Prison and Propaganda Both great ways to offset your opponent's creatures in the early game.

  • Crawlspace Another great way to answer aggressive token strategies. As long as each creature isn't swinging at you with an absurd amount of power, you should be safe with this card.

  • Humility Stopping every creature in it's path, Humility is one of your premier Prison cards. A great way to stop creature related shenanigans. That's a nice 1/1 Kaalia of the Vast you have there. Be wary, this card will generate a lot of hate.

  • Sphere of Resistance Great way to stall in the early game, just be sure to play it when it benefits you, otherwise, be prepared to be focused with no advantage.

  • Static Orb Yet another card you should be wary of playing unless you're capable of locking down the board (See: The Combos)

  • Nevermore A godsend of a card. I recommend only using against generals that can easily go off, such as: Arcum Dagsson , Memnarch and Teferi, Temporal Archmage . Any general you deem the most dangerous in your pod.

  • Aura of Silence You don't have a lot of ways of getting rid of cards that are already on the board and one of the biggest blowout cards against you is Aura Shards . Even though you have ways of recurring your Artifacts and Enchantments, this card can be extremely dangerous if you're not prepared for it.

  • Rhystic Study helps you generate card advantage at the cost of your opponent's. Also helps keep combo decks at bay.

  • Rest in Peace A hoser to graveyard based stategies.

  • Sphere of Safety Basically just Ghostly Prison on steroids. Since we deal in Enchantment based stategies, we're going to have a lot of Enchantments and lucky for us, Sphere of Safety exists.

The Combos

Pretty much the decks only real way of winning without causing the game to turn into a grind.

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Top Ranked
  • Achieved #15 position overall 6 years ago
Date added 7 years
Last updated 3 years
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

17 - 0 Mythic Rares

54 - 0 Rares

16 - 0 Uncommons

7 - 0 Commons

Cards 100
Avg. CMC 2.95
Tokens Bird 2/2 U, Copy Clone, Spirit 1/1 C
Folders Must Build!, Interesting EDH, Found odditys, EDH Decks, seen, EDH, Commander Ideas, Nice, Decks to try, Build?
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