Imprison Carta MTG


Imprison - Legends
El coste de maná
Costo de maná convertido1
RarezaExtraña
TipoEnchantment — Aura
Habilidades Enchant
Liberado1994-06-01
Coleccione símbolo
Coleccione nombreLegends
Coleccione códigoLEG
Número107
Frame1993
DisposiciónNormal
BorderNegra
Ilustrado porChristopher Rush

Conclusiones clave

  1. Imprison grants a significant edge by disabling creatures and denying opponents cards.
  2. It shines in locking down threats, integrating well with control strategies.
  3. In the right meta, Imprison becomes a key tool to combat creature-heavy decks.

Donde comprar

Si estás buscando comprar una carta MTG Imprison de un coleccione específico como Legends, existen varias opciones confiables que debes considerar. Una de las fuentes principales es tu tienda de juegos local, donde a menudo puedes encontrar paquetes de refuerzo, cartas individuales y mazos preconstruidos de colecciones actuales y pasadas. A menudo ofrecen el beneficio adicional de una comunidad donde puedes intercambiar con otros jugadores.

Para un inventario más amplio, particularmente de colecciones más antiguos, mercados en línea como TCGPlayer, Card Kingdom y Card Market ofrecen amplias selecciones y te permiten buscar cartas de colecciones específicos. Las plataformas de comercio electrónico más grandes como eBay y Amazon también tienen listados de varios vendedores, lo que puede ser un buen lugar para buscar productos sellados y hallazgos raros.

Además, el sitio oficial de Magic suele tener un localizador de tiendas y listas de minoristas para encontrar Wizards of the Productos con licencia costera. Recuerde comprobar la autenticidad y el estado de las cartas al comprarlas, especialmente a vendedores individuales en mercados más grandes.

A continuación se muestra una lista de algunos sitios web de tiendas donde puede comprar las Imprison y otras cartas MTG:

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Texto de la carta

Pay 1 each time target creature attempts to attack, block, or tap. That action is prevented and the creature becomes tapped. Destroy enchantment if mana is not paid.


Card Pros

Card Advantage: Imprison provides a strategic edge by rendering a target creature useless, which can effectively count as removing an opponent’s card from play without them drawing a replacement.

Resource Acceleration: Although Imprison itself doesn’t directly generate resources, it aids in resource acceleration by preventing your opponent’s creatures from attacking or blocking, thus conserving your life and resources.

Instant Speed: The versatility of Imprison at instant speed allows players to disrupt opponents’ combat strategies during their turn, preserving the element of surprise and maintaining board control.


Card Cons

Discard Requirement: One of the drawbacks of ‘Imprison’ is the necessity to discard another card from your hand. This effect can be particularly felt in game scenarios where your hand size is already diminished, potentially compromising your game strategy and leaving you at a disadvantage compared to your opponent.

Specific Mana Cost: The card requires a precise combination of mana types to cast, which can pose a challenge for multicolored decks. Players will need to ensure a consistent source of the required mana colors to deploy ‘Imprison’ effectively, making it slightly cumbersome compared to more versatile cards.

Comparatively High Mana Cost: Additionally, the casting cost for ‘Imprison’ is on the higher side when compared to other control spells. While the ability to neutralize an opposing creature is noteworthy, it demands significant investment, and players may find themselves opting for lower-cost alternatives that offer comparable, if not better, board control.


Reasons to Include in Your Collection

Versatility: Imprison offers an adaptable control tool for your deck, capable of shutting down key creatures regardless of your opponent’s strategy. Its ability to neutralize threats makes it a valuable asset in diverse game scenarios.

Combo Potential: Integrating smoothly with lockdown strategies, Imprison can be a linchpin in decks that aim to deny opponents their resources while setting up for a game-winning combo. It works well with effects that benefit from incapacitated creatures or prolonged field control.

Meta-Relevance: Given its potential to incapacitate high-value targets, Imprison can be a smart addition in a meta dominated by creature-centric decks. It’s a tool that can turn the tides by addressing the most impactful board presences head-on.


How to beat

Imprison is a nuanced enchantment in Magic: The Gathering, with the ability to immobilize and neutralize key creatures from your opponent. Despite its restricting effect, there are strategic approaches to overcome this challenge. One effective method is to employ enchantment removal spells, such as Disenchant or Naturalize, which can directly target and destroy Imprison, liberating your creature and restoring your board presence. Alternatively, one can use bounce spells like Unsummon to temporarily return the affected creature to hand, circumventing Imprison’s limitations until a more permanent solution can be found.

Counterplay can also be established preemptively by including hexproof or shroud creatures in your deck, as these abilities prevent Imprison from targeting them in the first place. Additionally, cards that grant these protective qualities, like Asceticism or Alexi’s Cloak, can also be used proactively or in response to an Imprison attempt. Lastly, utilizing creatures with abilities that trigger upon entering or leaving the battlefield can at least ensure some value even under the hindrance of Imprison, forcing the opponent to weigh the cost of playing the enchantment against the benefits gained.

Overcoming Imprison in Magic: The Gathering boils down to being prepared, adaptive, and wise in resource management, making sure that this temporary setback doesn’t turn into a permanent defeat.


Cartas como Imprison

Imprison stands as an intriguing control element within the array of enchantments in Magic: The Gathering. Its kinship lies with other cards like Pacifism and Arrest, which prevent creatures from attacking or blocking. Where Imprison differs is its application; it zeroes in on a single step of the combat phase, only activating its ability when an enchanted creature becomes untapped, thereby hindering said creature’s utility mostly during the opponent’s turn. Pacifism, while a permanent effect, has a broader impact by limiting a creature’s complete combat abilities.

Analogous to this control mechanic, we also see Icy Manipulator, which actively taps or keeps a creature tapped, however without being an enchantment and with the flexibility of targeting any permanent. Meanwhile, Darksteel Mutation serves as a more severe alternative, rendering the enchanted creature a defenseless insect indestructible by most means, entirely stripping its original powers and attack capabilities. Nevertheless, it doesn’t restrain the creature solely during a specific phase.

Therefore, in evaluating the nuances of these similar cards, Imprison carves out a niche for itself. It offers unique strategic advantages, especially against decks that rely heavily on untapping their perilous creatures, making it a potential staple in control-centric decks.

Pacifism - Carta Magic versiones
Arrest - Carta Magic versiones
Icy Manipulator - Carta Magic versiones
Darksteel Mutation - Carta Magic versiones
Pacifism - Carta Magic versiones
Arrest - Carta Magic versiones
Icy Manipulator - Carta Magic versiones
Darksteel Mutation - Carta Magic versiones

Cartas similares a Imprison por color, tipo y coste de maná

Paralyze - Carta Magic versiones
Unholy Strength - Carta Magic versiones
Evil Presence - Carta Magic versiones
Weakness - Carta Magic versiones
Thrull Retainer - Carta Magic versiones
Torture - Carta Magic versiones
Death Watch - Carta Magic versiones
Leshrac's Rite - Carta Magic versiones
Sadistic Glee - Carta Magic versiones
Sarcomancy - Carta Magic versiones
Tortured Existence - Carta Magic versiones
Volrath's Motion Sensor - Carta Magic versiones
Sicken - Carta Magic versiones
Darkest Hour - Carta Magic versiones
Phyrexian Reclamation - Carta Magic versiones
Dread of Night - Carta Magic versiones
Withering Hex - Carta Magic versiones
Genju of the Fens - Carta Magic versiones
Vampiric Link - Carta Magic versiones
Bloodchief Ascension - Carta Magic versiones
Paralyze - Carta Magic versiones
Unholy Strength - Carta Magic versiones
Evil Presence - Carta Magic versiones
Weakness - Carta Magic versiones
Thrull Retainer - Carta Magic versiones
Torture - Carta Magic versiones
Death Watch - Carta Magic versiones
Leshrac's Rite - Carta Magic versiones
Sadistic Glee - Carta Magic versiones
Sarcomancy - Carta Magic versiones
Tortured Existence - Carta Magic versiones
Volrath's Motion Sensor - Carta Magic versiones
Sicken - Carta Magic versiones
Darkest Hour - Carta Magic versiones
Phyrexian Reclamation - Carta Magic versiones
Dread of Night - Carta Magic versiones
Withering Hex - Carta Magic versiones
Genju of the Fens - Carta Magic versiones
Vampiric Link - Carta Magic versiones
Bloodchief Ascension - Carta Magic versiones

Legalidades

Formatos de Magic the Gathering donde Imprison tiene restricciones

FormatoLegalidad
OldschoolLegal
CommanderProhibido
LegacyProhibido
OathbreakerProhibido
VintageProhibido
DuelProhibido
PredhProhibido

Reglas e información

La guía de referencia para las reglas de las cartas Imprison de Magic: The Gathering proporciona las reglas oficiales, las erratas emitidas, así como un registro de todas las modificaciones funcionales que se han producido.

Fecha Texto
2004-10-04 Both abilities are triggered abilities. The first one triggers on the activating of a creature ability, and the second triggers on declaration of attacking or blocking.
2013-04-15 A mana ability is an ability that (1) isn’t a loyalty ability, (2) doesn’t target, and (3) could put mana into a player’s mana pool when it resolves.