Prison.dec

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This is a throwback to a bygone era of magic.  A 4th color wouldn't be a stretch with all the ramp and fixing, but I'm not sure what I want out of red/black.  Underworld Connections maybe?  Disclaimer:  This is probably a bad deck as it's currently constituted.

25 Land
3 Glacial Fortress
4 Temple Garden
4 Hallowed Fountain
3 Sunpetal Grove
2 Hinterland Harbor
1 Plains
1 Island
7 Forest

5 Creatures
3 Thragtusk
2 Armada Wurm

30 Other Things
4 Abundant Growth
4 Farseek
2 Mana Bloom
3 Rest in Peace
4 Divination
3 Detention Sphere
4 Supreme Verdict
3 Martial Law
3 Sphere of Safety

No sideboard yet.  I think redundant copies of Rest in Peace will be fine since they synergize with Sphere of Safety, but that could be wrong.  Might need some more card drawing.  Thoughts?
What's your win condition?  Back when propaganda was legal, the game plan was to hold off the assault until you drew into armageddeon and mill them out, but that's obviously off the table here.  And your thragtusks are just going to get chump blocked.

Oddly enough, I think you might end up running one of the keyrunes, as bad as they are. 
Next thing you will tell me Browbeat is bad.
Your point is a good one, but I don't think Armada Wurm is that bad.  Two 5/5 tramplers for 6 mana seems pretty good to me.  I'm not looking to go as long as traditional Prison decks did, and instead win by slamming serious fat.  Between Martial Law, Detention Sphere, and Supreme Verdicts, I think chump blocking won't be that much of a problem for me.  If I do pursue black as a 4th color, a utility land like Nephalia Drownyard seems logical as a soultion to that problem.  I've also considered Entreat the Angels as this deck should usually crank out excess mana.  Having done zero testing with this deck though, it's hard for me to say exactly what win-con is best at this point.

I've considered Keyrunes, I just haven't found room for them.  The number of enchantments you need to turn on Sphere of Safety is a bit of a burden, as I basically devoted 25% of the deck to them. 

I think I'd like more action in the 2 cmc department if anyone has suggestions.  I think Pacifism is bad with Resto Angel hanging around.  I don't know what to make of Gatekreeper Vine yet.  It may belong, but it could just as easily be garbage.  It's quite possible this deck could become 4 or even 5 color, so I'm pretty open to everyone's ideas.
I was intrigued by this build you were thinking of after you posted on the ICD discussion on Sphere of Safety. 

Glad to see you posted a list.

I agree with catowner, the rest in peace will be useless against a lot of builds.  It's really great SB against zombies and decks that abuse flashback...but that's about it...unless you want to do something really janky and "combo" with it and that mythic Misthollow griffin that's from AVR that you can play from exile.  Lol.

If you run Entreat, change the divinations to Think Twice.  I think adding a 4th color is a bit too greedy without the other shocks in standard yet unless it's a splash. 

Other enchantments to think about:  Touch of the Eternal?  Yeah, it's kind of janky, but you'll probably be around on turn 13 so you'll probably be able to cast it.  Nevermore hasn't really seen too much play - it's a Meddling mage that's harder to kill for one more mana.  It's probably a dead card, but it at least could be a better choice than MD rest in peace.  Aaaand that's like eveything that's useful that isn't utter crap like Gutter Grime and other SB cards like Ground Seal

What if you tried a build that focused on tokens, and ran things like Favorable Winds and Intangible Virtue, then ran token stuff like Garruk Relentless Midnight Haunting, and Lingering Souls?  Divination could be Jace, Architect of Thought.  He could focus on negating weenie onslaughts until you got your sphere online, then start drawing you cards.
If you have often have a lot of excess mana around, maybe you could make use of Sphinx's Revelation as another way to draw cards.
Turbofog just seems better.

Embrace imagination.

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Thanks for the responses everyone. 

I think I agree on Rest in Peace.  I had 3 because they helped fill out a soft spot on the curve while also being enchantment fodder for Sphere of Safety, but the more I think about it, the diminishing returns are probably just way too high.  I'll probably keep 1 maindecked because there are a lot of decks it does good work against (and frankly I need enchantments) and keep 1-2 more in the board. 

I like the idea of adding 1-2 Jaces for additional card draw as well.  I was originally thinking of Amass the Components or Inspiration, but Jace is probably just better.   If control is a thing, Sphinx's Revelation sounds really good.  Though I think if we pursue a token build, we'd probably want to aim towards being a bit more aggressive than this.

Hopefully I can start testing this heap soon and iron out some of the wrinkles.  I'm thinking this deck might be a bit short on quality cards of being competitive, but we'll see.
I'm kicking around the idea of using Grove of the Guardian after a couple of lingering souls tokens.  I don't know how effective that would be, but considering you can pop him at the end of the opponent's turn and swing for 8, he doens't die to Ultimate Price, and he has vigilance to protect jace, and an 8/8 is fairly aggressive.

It could be a janky idea, and one that doesn't really work well; but considering there's 5-6 spells, 2 at instant speed, that can put 2 token creatures in play (Midnight Haunting and Eyes in the Skies - which could possibly populate an 8/8 token occasionally) may not be much of a hinderance.
I'm not sure whether or not its a good idea to branch into a fourth color, but if you go into black Underworld Connections and Curse of Death's Hold are both strong enchantments.
I'm not sure whether or not its a good idea to branch into a fourth color, but if you go into black Underworld Connections and Curse of Death's Hold are both strong enchantments.



Hitting the double black for Underworld Connections on 3 and Verdict on 4 might be dicey until we get the rest of the Ravnica duals in Gatecrash, even with all the fixing/ramp this deck already has.  I think Curse probably competes with Tusk and Sphere a bit too much on the curve.

Although Curse requires a hell of a lot less build-around than Sphere and might just be a better card in general.  We'll see.

New list for this:

24 Land
3 Glacial Fortress
4 Hallowed Fountain
4 Temple Garden
3 Sunpetal Grove
2 Hinterland Harbor
1 Plains
1 Island
6 Forest

5 Creatures
3 Thragtusk
2 Armada Wurm

31 Other Things
4 Abundant Growth
4 Farseek
3 Mana Bloom
1 Ground Seal
3 Divination
3 Detention Sphere
2 Jace, Architect of Thought
3 Martial Law
3 Sphere of Safety
4 Terminus
1 Sphinx's Revelation

Sideboard
2 Rest in Peace
3 Negate
2 Arrest
2 Supreme Verdict
1 Increasing Confusion
2 Tamiyo, the Moon Sage
1 Thragtusk
1 Sphinx's Revelation
1 Jace, Memory Adept

If nothing else, I've learned that Martial Law is a pretty good card.  Icy Manipulator?  Not really, but I think it's ok.  Resolving multiple Safety Spheres is hilarious.

As it turns out, Terminus is just way better than Verdict in this.
Hey, wouldn't a 4th Detention Sphere or Oblivion Ring be better than say, Ground Seal in the main?  What about the Mana Blooms?  Those seem like a waste of mana...what are your thoughts on the card?

If opponents creatures aren't attacking, they'll probably be blocking.  With that said, Sigarda looks like a great alternative to the wurm.
magic.tcgplayer.com/db/article.asp?ID=10...

Towards the end of this article there is an Esper version of this list, I just thought I'd throw that up here if any one cared enough to look at it. I'm personally not sure if its worth losing Abundant Growth and Mana Bloom since they both seem very good here. Oh and the guy's list had Sensory Deprivation...never thought I'd see anyone consider that for standard...
Why ate people playing Mana Bloom? It's unplayable filth. A rampant growth that has to be recasted every two turns.

Just run Dawntreader Stag or a Keyrune.
Why ate people playing Mana Bloom? It's unplayable filth. A rampant growth that has to be recasted every two turns. Just run Dawntreader Stag or a Keyrune.



Pretty sure he's playing it for a higher enchantment count, not that I think that's a good idea.
2:25 PM sneakattackkid: my basics are worth more... 5:21 PM Nighthavk_: I was splitting more 8-4s than a hooker splits her legs. 11:42 PM Nighthavk_: because honestly, your opponent may be caw, but he'll probably be a drooling idiot who just found out porn exists.
Yeah, that's basically it.  I know it's a bad card, but the alternatives for enchantments are somewhat meager.  Cards like Arrest/Dead Weight/Pacifism don't really work well with wraths, not to mention Restoration Angel is still a thing.  It gives me something to do on turn 2 as well.  That's basically my only problem with the esper list, Organsack.  Underworld Connections is sick though.

I'm starting to think Martial Law into Curse of Death's Hold is just better than jamming 17-20 bad enchantments into a deck to turn on Sphere though.  All mana issues aside that is.

Bruna, Light of Alabaster as a one of and another one of Sigarda, Host of Herons in place of Wurms



slap an Ethereal Armor on sigarda and you're good to go


also Righteous Authority is an enchantment gives your finishers an easier time beating your opponent's face and nets you more cards


one or two Curse of Exhaustion as replacements for manabloom the WW doesn't seem that big a deal with your manabase


and also as obvious as this sounds Oblivion Ring is and enchantment Tongue Out


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Oblivion Ring is still Standard Legal, no reason not to run all 8.

Curse of Thirst is both an enchantment and a win-con. Curse of Death's Hold helps protect you until you can set up your lock.

 Also, I posted the obligatory enchantment themed deck a week ago. Sigh, nobody looks at my threads.


Enchantment (23)
4x Curse of Death's Hold
2x Curse of Misfortunes
2x Curse of Thirst
4x Dead Weight
4x Detention Sphere
4x Oblivion Ring
3x Sphere of Safety

Land (24)
3x Drowned Catacomb
3x Evolving Wilds
2x Glacial Fortress
1x Island
3x Isolated Chapel
6x Plains
6x Swamp

Sorcery (10)
4x Supreme Verdict
4x Terminus
2x Lingering Souls

Artifact (3)
3x Chromatic Lantern



Obviously, this list is very rusty, because I haven't played it in a week. But the idea is to durdle around, play some O-Rings and D-Spheres, drop a Sphere of Safety, and kill them with Curse of Thirst 100 turns later. ITS THE NEW TRADING POST DECK GUYS!!!
Also, this deck could be served well with Trading post. 1 card for 4 life isn't terrible. Just off the top of my head.

(at)MrEnglish22

Oblivion Ring is still Standard Legal, no reason not to run all 8.

Curse of Thirst is both an enchantment and a win-con. Curse of Death's Hold helps protect you until you can set up your lock.

 Also, I posted the obligatory enchantment themed deck a week ago. Sigh, nobody looks at my threads.


Enchantment (23)
4x Curse of Death's Hold
2x Curse of Misfortunes
2x Curse of Thirst
4x Dead Weight
4x Detention Sphere
4x Oblivion Ring
3x Sphere of Safety

Land (24)
3x Drowned Catacomb
3x Evolving Wilds
2x Glacial Fortress
1x Island
3x Isolated Chapel
6x Plains
6x Swamp

Sorcery (10)
4x Supreme Verdict
4x Terminus
2x Lingering Souls

Artifact (3)
3x Chromatic Lantern



Obviously, this list is very rusty, because I haven't played it in a week. But the idea is to durdle around, play some O-Rings and D-Spheres, drop a Sphere of Safety, and kill them with Curse of Thirst 100 turns later. ITS THE NEW TRADING POST DECK GUYS!!!
Also, this deck could be served well with Trading post. 1 card for 4 life isn't terrible. Just off the top of my head.


 I would cut black all together. Here is my U/W version that runs jace for some draw and fast mill. Also way more durdle with Elixir. Might also main deck Rest in peace just so the mill is guranteed.

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4 Glacial Fortress
4 Hallowed Fountain
9 Island
8 Plains
4 Elixir of Immortality
4 Sensory Deprivation
4 Arrest
4 Detention Sphere
4 Oblivion Ring
3 Sphinx's Revelation
2 Jace, Architect of Thought
4 Supreme Verdict
2 Jace, Memory Adept
4 Sphere of Safety


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SB
4 Rest in Peace
4 Witchbane Orb
3 Stony Silence
4 Nevermore

I'm not a fan of Jace, Memory Adept. I'd rather just have more Arcitects, because that guy is gewd. And I'm less of a fan of using mill as a win-con in the current standard than I used to be, as reanimator decks exsist, and zombies work well out of their graveyard, and Snapcaster Mage is an issue. 

Also, black is good because it gives you Dead Weight, which is really really good early. Though Sensory Deprivation is a cool card too that I hadn't thought of. Also, black gives you a definitive win-con and clock, as a lot of players are more likely to conciede early to a damage clock than a mill clock, even though they may have more outs to the former than the latter. But again, I haven't touched that deck in a week, and haven't played it against other than goldfishing.

(at)MrEnglish22

I just like to mill because it adds to the durdle that my FNM hates. I started making a B/W version that was basically the same. I used Underworld Connections which looked like it would help you pull ahead. I think creatureless is teh way to go so you gain advantage since most will have dead cards in teh first game. I have also thought of adding in creatures game 2 since most will side out the kill spells.
Lingering Souls was really an afterthought because I wasn't sure what I wanted. Could be anything really.
If you are going the mill route using Sphere of Safety, maybe consider Curse of the Bloody Tome.

And my local FNM has shifted lately to be largely new players that have no clue what Turbo-Fog is, so the only things they hate right now are combo decks like Belcher and Storm, due to the associated people playing them. 

(at)MrEnglish22

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