Imprison

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Imprison
Mechanic
Introduced Visions
Last used Avatar: The Last Airbender
Scryfall Statistics

Imprison is a slang term used to describe certain spells that stop a creature from being used by its controller without destroying it outright.

There are two general forms of imprisonment represented by the following two cards:

Description

Imprisoning is a primary white mechanic that prevents a creature from being used effectively. The ability is seen on permanents, usually an enchantment, and often carries a connotation of being "jailed", with the potential to be "freed from jail" by removing the permanent that caused the effect. This is sometimes considered "soft removal" since it attempts to nullify the target, but the effect can be reversed.

Auras enchanting the affected creature, preventing it from attacking or blocking, are the most common form of imprisonment and are known as Pacifism-style effects after the original card. This form of imprisonment is vulnerable to the creature using its abilities, being bounced, or being sacrificed, allowing its controller to continue benefiting from it even without enchantment removal. Some Pacifism-style effects can also stop activated abilities or affect planeswalkers. Others only stop half of the usual actions, either attacking or blocking; stopping attacking is more prevalent.

Banishing Light-style effects are more powerful and hence either costlier or rarer, exiling the target until the imprisoning permanent leaves the battlefield. In contrast to Pacifism-style, exiling the target means its passive abilities are lost, no modifications like counters or Auras are kept, tokens are removed entirely, and effects that exploit creatures outside of combat are unavailable. This type of imprisonment can also target a wider range of permanents, and sometimes appears on creatures, who are often flavored as enforcers or jailors. Two different rules text templates have been used for this style. The first, as seen on Oblivion Ring used two linked abilities, which players found could be exploited when the "leaves" trigger occurred before the "enters" trigger, preventing the targeted creature from receiving its "freedom" as expected. This led to the second, modern version, which uses a single contingent ability, as seen first on Banisher Priest.

With the shift to Play Boosters and its reduction in commons, Banishing Light and its derivatives have since seen multiple printings at common and White Aura-based removal appears to have been dropped from the common framework. While all five tentpole sets of 2023 had one common Aura design each, only Dog Umbra in 2024 and Path to Redemption in 2025 have been printed in the tentpole sets since.

Torment's Nightmare mechanic

Banishing Light being a white effect was not introduced until 2008, barring the combat-focused one of Wall of Nets. Prior to this, Torment introduced a series of black and red cards like Mesmeric Fiend that, under today's parlance, imprisoned various targets and returned them once the creature left.[3] In that set, though, the flavor was that they were reality-warping Nightmares that transformed out of the target, and returned to normal after they were defeated. The Blue ones were borne out of the caster's mind, and required the caster to give up something; the "lose-a-creature" designs resembled Champion.

References

  1. Mark Rosewater (June 5, 2017). "Mechanical Color Pie 2017". magicthegathering.com. Wizards of the Coast.
  2. Mark Rosewater (February 13, 2021). "What are some of the things white is better at than any other color?". Blogatog. Tumblr.
  3. Mark Rosewater (January 7, 2002). "A Nightmare To Remember". magicthegathering.com. Wizards of the Coast.