Imprison Carta MTG


Imprison - Legends
Custo de mana
Custo convertido de mana1
RaridadeRara
TipoEnchantment — Aura
Habilidades Enchant
Lançamento1994-06-01
Expansão símbolo
Expansão nomeLegends
Expansão códigoLEG
Número107
Frame1993
LayoutNormal
BorderPreta
Ilustrado porChristopher Rush

Principais conclusões

  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.

Onde comprar

Se você deseja comprar um cartão Imprison MTG de um conjunto específico como Legends, há diversas opções confiáveis a serem consideradas. Uma das principais fontes é a loja de jogos local, onde muitas vezes você pode encontrar boosters, cartas individuais e decks pré-construídos de conjuntos atuais e de alguns conjuntos anteriores. Eles geralmente oferecem o benefício adicional de uma comunidade onde você pode negociar com outros jogadores.

Para um inventário mais amplo, especialmente de conjuntos mais antigos, mercados on-line como TCGPlayer, Card Kingdom e Card Market oferecem seleções extensas e permitem que você pesquise cartas de conjuntos específicos. Grandes plataformas de comércio eletrônico, como eBay e Amazon, também têm listagens de vários vendedores, o que pode ser um bom lugar para procurar produtos lacrados e achados raros.

Além disso, o site oficial do Magic geralmente tem um localizador de lojas e listas de varejistas para encontrar a Wizards of the Produtos licenciados pela Costa. Lembre-se de verificar a autenticidade e a condição dos cartões ao comprar, especialmente de vendedores individuais em mercados maiores.

Abaixo está uma lista de alguns sites de lojas onde você pode comprar os Imprison e outras cartas MTG:

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Texto da 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 similares a 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 versões
Arrest - Carta Magic versões
Icy Manipulator - Carta Magic versões
Darksteel Mutation - Carta Magic versões
Pacifism - Carta Magic versões
Arrest - Carta Magic versões
Icy Manipulator - Carta Magic versões
Darksteel Mutation - Carta Magic versões

Cartas semelhantes a Imprison por cor, tipo e custo de mana

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

Legalidades

Magic the Gathering formats where Imprison has restrictions

FormatoLegalidade
OldschoolVálida
CommanderBanida
LegacyBanida
OathbreakerBanida
VintageBanida
DuelBanida
PredhBanida

Regras e informações

O guia de referência para regras de cartas de Magic: The Gathering Imprison fornece decisões oficiais, quaisquer erratas emitidas, bem como um registro de todas as modificações funcionais que ocorreram.

Data 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.