Static Prison
Tracked across real Commander games played through TurnZero HQ.
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What it does
When this enchantment enters, exile target nonland permanent an opponent controls until this enchantment leaves the battlefield. You get EE (two energy counters).
At the beginning of your first main phase, sacrifice this enchantment unless you pay E.
Rulings
12 official rulings, in the order Wizards published them.
- 2024-06-07
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.
- 2024-06-07
If a token is exiled this way, it will cease to exist and won't return to the battlefield.
- 2024-06-07
E is the energy symbol. It represents one energy counter.
- 2024-06-07
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.
- 2024-06-07
If Static Prison leaves the battlefield before its first triggered ability resolves, the target permanent won't be exiled.
- 2024-06-07
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.
- 2024-06-07
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.
- 2024-06-07
Energy counters are a kind of counter that a player may have. They're not associated with any specific permanents.
- 2024-06-07
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.
- 2024-06-07
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.)
- 2024-06-07
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.
- 2024-06-07
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.
Rulings are Wizards of the Coast's own, mirrored from Scryfall and refreshed nightly.
In the 99
Every deck whose current list includes Static Prison, whatever its commander.
Most played under
| Commander | Decks | Games | Win rate |
|---|---|---|---|
| Isperia, Supreme Judge | 1 | 0 | — |
| Lightning, Army of One | 1 | 0 | — |
Colors it shows up in
- Boros 1 deck
- Azorius 1 deck
Every version of Static Prison
1 printing, newest first. Prices are the market figures Scryfall publishes, refreshed nightly — a printing with no figure shows a dash rather than a zero, because Scryfall genuinely publishes none for some of them.

- Normal
- $0.22
- Foil
- $0.38
Prices from Scryfall, which tracks the TCGplayer and Cardmarket markets. They move daily and are a guide rather than a quote. Search TCGplayer for Static Prison — a name search across every version, for the printings TCGplayer publishes no direct link to.
Aggregated from Commander games tracked in TurnZero HQ. Every figure counts decks and games only — no individual deck list, player or playgroup is identified. Win rates are withheld below 5 completed games, where the sample is too small to mean anything.