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Static Prison

Static Prison

{W}
Enchantment

When this enchantment enters, exile target nonland permanent an opponent controls until this enchantment leaves the battlefield. You get {E}{E} (two energy counters).

At the beginning of your first main phase, sacrifice this enchantment unless you pay {E}.

Illustrated by Jason A. Engle

Formats
Not Legalstandard
Legalhistoric
Legaltimeless
Not Legalpioneer
Legalmodern
Legallegacy
Not Legalpauper
Legalvintage
Not Legalpenny
Legalcommander
Legaloathbreaker
Legalbrawl
Not Legalalchemy

This printing

Number#44
RarityUncommon
ReleasedJun 14, 2024
EDHREC rank#7,104

Prices

USD$0.34
USD foil$0.43
EUR€0.22
EUR foil€0.94
MTGO0.03 tix
Rulings (12)
  • If an effect says you get one or more {E}, you get that many energy counters. To pay one or more {E}, you lose that many energy counters. You can't pay more energy counters than you have. Any effects that interact with counters a player gets, has, or loses can interact with energy counters.

    Jun 7, 2024 · Wizards of the Coast
  • If a token is exiled this way, it will cease to exist and won't return to the battlefield.

    Jun 7, 2024 · Wizards of the Coast
  • {E} is the energy symbol. It represents one energy counter.

    Jun 7, 2024 · Wizards of the Coast
  • Some spells and abilities that give you {E} may require targets. If each target chosen is an illegal target as that spell or ability tries to resolve, it won't resolve. You won't get any {E}.

    Jun 7, 2024 · Wizards of the Coast
  • If Static Prison leaves the battlefield before its first triggered ability resolves, the target permanent won't be exiled.

    Jun 7, 2024 · Wizards of the Coast
  • Auras attached to the exiled permanent will be put into their owners' graveyards. Any Equipment will become unattached and remain on the battlefield. Any counters on the exiled permanent will cease to exist. When the card returns to the battlefield, it will be a new object with no connection to the card that was exiled.

    Jun 7, 2024 · Wizards of the Coast
  • If a spell or ability with one or more targets states that you "may pay" some amount of {E}, and each permanent that it targets has become an illegal target, the spell or ability won't resolve. You can't pay any {E} even if you want to.

    Jun 7, 2024 · Wizards of the Coast
  • Energy counters are a kind of counter that a player may have. They're not associated with any specific permanents.

    Jun 7, 2024 · Wizards of the Coast
  • Energy counters aren't mana. They don't go away as steps, phases, and turns end, and effects that add mana "of any type" can't give you energy counters.

    Jun 7, 2024 · Wizards of the Coast
  • Keep track of how many energy counters each player has. Potential ways to track this include writing theme down on paper or using dice, but any method that is clear and mutually agreeable is fine. (At higher levels of tournament play, dice may not be allowed for tracking counters that players have.)

    Jun 7, 2024 · Wizards of the Coast
  • Some triggered abilities that state that you "may pay" a certain amount of {E} describe an effect that happens "If you do." In that case, no player may take actions to try to stop the ability's effect after you make your choice. If the payment is followed by the phrase "When you do," then you'll choose any targets for that reflexive triggered ability and put it on the stack before players can take actions.

    Jun 7, 2024 · Wizards of the Coast
  • Some triggered abilities state that you "may pay" a certain amount of {E}. You can't pay that amount multiple times to multiply the effect. You simply choose whether or not to pay that amount of {E} as the ability resolves.

    Jun 7, 2024 · Wizards of the Coast

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