Dom Harvey
Contributor
Lots of you are prison abolitionists but some us want to watch the hope drain away as the villain's few outs end up in any zone but their hand, somehow.
The basic problem with prison cards is they tend to be heavily polarized: either they do nothing and it's not fun, or they decide the entire game by themselves and still aren't fun. Ensnaring Bridge definitely falls into that category but is it acceptable if you have enough ways to win outside of combat? The card is interesting when it creates clear and realistic objectives ('I have to get in as much damage as I can while they still have a few cards in hand and then make sure I can find and resolve a large enough Walking Ballista'). There are lots of ideas that never get off the ground because they can't compete with a fast aggro start; rather than having to choose, what if I spent a few billion dollars on a shiny missile defence system?
One redeeming feature of prison is that various prison cards attack on very different axes, so no two prison decks seem too similar and the same deck can change a lot between games. Bridge and Weirding may as well be from separate universes but you can also imagine using them together to good effect. Bridge beats the board but needs insurance against topdecked answers; Weirding offers that insurance. It prevents the 'size' of the game from getting any larger which is perfect if you're a low-curve deck that needs fewer cards to win and probably has those in play already... or a control deck with enough removal to keep your life total up (or just hard-code it with Pristine Talisman or similar) and higher individual card power. It's at its weirdest in graveyard-centric decks - eventually you'll mill your Genesis or Life from the Loam (Dredge and other replacement effects get around Weirding) and lock the game up.
I was looking for useful utility artifacts for a low-mid power environment and Codex Shredder jumped out. It's a fine card in its own right but I wanted to try exploiting the on-demand mill and the obvious analogue was the Lantern deck in Modern. It's not seen as fun to play against but as a novelty in Cube - where there's nothing on the line - it's situationally interesting (same is true for prison in general). On top of things like timing Miracles, there's actually a lot of uses for these effects (and redundancy for Shredder):
- Oust/Azorius Charm/Unexpectedly Absent become hard removal
- Thought Scour (already a card I considered doubling) gains yet another use
- Predict becomes pseudo-Vindicate + Inspiration (or 'just' Inspiration) for 2 mana
- repeatable build-your-own-scry (or dig, for Chris!) with Sensei's Divining Top or
as a one-off for Brainstorm etc
- Hedron Crab, Nephalia Drownyard as other locks for Lantern
- disrupting Villain's scry/tutors
- Lantern lets you regulate the timing of general self-mill (Satyr Wayfinder) and shuffle effects to optimize your draws
etc
For those of you who have tried prison, do you still support it and how? Anything you'd add to this list?
P.S. If you're one of those old people who wants to play the game as Garfield intended, note that most of early Magic was about stopping your opponent from doing anything meaningful (Armageddon, Circles of Protection, Karma/Flashfires/Conversion, Stasis, Blood Moon, Winter Orb...).
P.P.S. All of these cards have barely been mentioned here so far (for good reason) so this should boost my SEO
The basic problem with prison cards is they tend to be heavily polarized: either they do nothing and it's not fun, or they decide the entire game by themselves and still aren't fun. Ensnaring Bridge definitely falls into that category but is it acceptable if you have enough ways to win outside of combat? The card is interesting when it creates clear and realistic objectives ('I have to get in as much damage as I can while they still have a few cards in hand and then make sure I can find and resolve a large enough Walking Ballista'). There are lots of ideas that never get off the ground because they can't compete with a fast aggro start; rather than having to choose, what if I spent a few billion dollars on a shiny missile defence system?
One redeeming feature of prison is that various prison cards attack on very different axes, so no two prison decks seem too similar and the same deck can change a lot between games. Bridge and Weirding may as well be from separate universes but you can also imagine using them together to good effect. Bridge beats the board but needs insurance against topdecked answers; Weirding offers that insurance. It prevents the 'size' of the game from getting any larger which is perfect if you're a low-curve deck that needs fewer cards to win and probably has those in play already... or a control deck with enough removal to keep your life total up (or just hard-code it with Pristine Talisman or similar) and higher individual card power. It's at its weirdest in graveyard-centric decks - eventually you'll mill your Genesis or Life from the Loam (Dredge and other replacement effects get around Weirding) and lock the game up.
I was looking for useful utility artifacts for a low-mid power environment and Codex Shredder jumped out. It's a fine card in its own right but I wanted to try exploiting the on-demand mill and the obvious analogue was the Lantern deck in Modern. It's not seen as fun to play against but as a novelty in Cube - where there's nothing on the line - it's situationally interesting (same is true for prison in general). On top of things like timing Miracles, there's actually a lot of uses for these effects (and redundancy for Shredder):
- Oust/Azorius Charm/Unexpectedly Absent become hard removal
- Thought Scour (already a card I considered doubling) gains yet another use
- Predict becomes pseudo-Vindicate + Inspiration (or 'just' Inspiration) for 2 mana
- repeatable build-your-own-scry (or dig, for Chris!) with Sensei's Divining Top or
as a one-off for Brainstorm etc
- Hedron Crab, Nephalia Drownyard as other locks for Lantern
- disrupting Villain's scry/tutors
- Lantern lets you regulate the timing of general self-mill (Satyr Wayfinder) and shuffle effects to optimize your draws
etc
For those of you who have tried prison, do you still support it and how? Anything you'd add to this list?
P.S. If you're one of those old people who wants to play the game as Garfield intended, note that most of early Magic was about stopping your opponent from doing anything meaningful (Armageddon, Circles of Protection, Karma/Flashfires/Conversion, Stasis, Blood Moon, Winter Orb...).
P.P.S. All of these cards have barely been mentioned here so far (for good reason) so this should boost my SEO