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0.51.01.52.02.53.03.54.04.55.0
Community Rating: 4.099 / 5  (106 votes)
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Great for any Defensive or Mill deck.
Posted By: Osmodius (8/8/2009 5:04:46 PM)
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0.51.01.52.02.53.03.54.04.55.0

 


A friend of mine combined this with Story Circle against my Treefolk deck. Couldn't attack with a lot of creatures without the mana to pay for the attack. Couldn't attack with few creatures because he could just negate the damage! So I did what trees do best. Grow!
Posted By: Creyn (3/18/2010 8:25:15 AM)
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0.51.01.52.02.53.03.54.04.55.0

 


Easily one of the best cards in magic ever made. If your opponent can't get rid of this enchantment then their going to have a tough time trying to attack you. Aggro decks will become near useless with the prison in play, and control or combo decks will have to make the decision of attacking or casting at seperate times. Its even more fun to play Ghostly Prison in EDH, where its true controlling power can really excel.
Posted By: SavageBrain89 (6/18/2009 1:05:01 PM)
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0.51.01.52.02.53.03.54.04.55.0

 


If you really want to go defensive, go blue-white and have a set of these and a set of Propaganda as well.
Posted By: Faidite (10/15/2009 5:33:44 AM)
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0.51.01.52.02.53.03.54.04.55.0

 


This card saves your a** when you can't get creatures out.
Posted By: AXER (12/18/2009 2:20:10 AM)
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This card screams "control", only slightly less flagrant than Moat. This guy is designed to make life difficult for your opponent, and does it exceedingly well.

A buddy of mine combined this with Kazuul, Tyrant of the Cliffs... the effects are terrifying.

4.5/5
Posted By: Gaussgoat (2/27/2010 5:10:59 AM)
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0.51.01.52.02.53.03.54.04.55.0

 


I made a blue /white deck revolving around this card. except instead of proganda, I just use copy enchantment and I use alot of bounce and soul's attendant helps... lol. The idea comes to me that u could make a deck having all of the options... the muse, this, propaganda... and copy enchantment... If you did, you would almost always make it to where they couldnt pay to attack... lol.
Posted By: Whitedeckftw (5/2/2010 9:13:08 PM)
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@lyle: How would this be better as an instant? This stays on the battlefield unless a Disenchant effect gets rid of it, and an instant would be good for a single turn. And flash would make a ton of cards better, but it's not needed at all.

Arguably better than Windborn Muse Sure, the Muse has flying and legs, which is nice, but that costs {1} more, and more players will have destroy effects or burn for creatures than enchantment destruction.
Posted By: sarroth (10/3/2010 11:09:23 AM)
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0.51.01.52.02.53.03.54.04.55.0

 


Lovin' this card! Leaves your opponent in a catch 22 between strengthening thier board with spells or dealing damage to you. Every time they attack you tighten your board control. Every time they cast spells you get away damage free. Makes aggro decks feel like they're playing in slow mo!
Posted By: HuntedWumpusMustDie (6/23/2010 4:37:26 PM)
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Pair with Windborn Muse
Posted By: warlockwar (7/11/2010 1:09:47 PM)
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0.51.01.52.02.53.03.54.04.55.0