PLANE — UNKNOWN PLANET
Stormcage Containment Facility
Each creature card in your graveyard has escape. The escape cost is equal to the card's mana cost plus exile three other cards from your graveyard. (You may cast cards from your graveyard for their escape cost.)
Whenever chaos ensues, detain target creature an opponent controls. (Until your next turn, that creature can't attack or block and its activated abilities can't be activated.)
FORMATS
CommanderNOT LEGAL
Brawl (Historic)NOT LEGAL
StandardNOT LEGAL
ModernNOT LEGAL
Loading recent decks…
Comments & Rulings · 15
- Wizards of the Coast2023-10-13 · official rulingIf you cast a spell with its escape permission, you can't choose to apply any other alternative costs or to cast it without paying its mana cost. If it has any additional costs, you must pay those.
- Wizards of the Coast2023-10-13 · official rulingIf you're casting a modal double-faced card with escape, you choose how you wish to cast it, then pay the appropriate cost (for the face you're casting) plus exiling three other cards.
- Wizards of the Coast2023-10-13 · official rulingIf a card has no mana cost, its escape cost is an unpayable cost, so you can't cast it for that cost.
- Wizards of the Coast2023-10-13 · official rulingThe static abilities of a detained permanent still apply. The triggered abilities of a detained permanent can still trigger.
- Wizards of the Coast2023-10-13 · official rulingOnce you begin casting a spell with escape, it immediately moves to the stack. Players can't take any other actions until you're done casting the spell.
- Wizards of the Coast2023-10-13 · official rulingActivated abilities include a colon and are written in the form "[cost]: [effect]." No one can activate any activated abilities, including mana abilities, of a detained permanent.
- Wizards of the Coast2023-10-13 · official rulingWhen a player leaves a multiplayer game, any continuous effects with durations that last until that player's next turn or until a specific point in that turn will last until that turn would have begun. They neither expire immediately nor last indefinitely.
- Wizards of the Coast2023-10-13 · official rulingAfter an escaped spell resolves, it returns to its owner's graveyard if it's not a permanent spell. If it is a permanent spell, it enters the battlefield and will return to its owner's graveyard if it dies later. Perhaps it will escape again.
- Wizards of the Coast2023-10-13 · official rulingIf a spell you're casting with escape has an additional cost of discarding cards or sacrificing permanents, you may exile cards discarded or sacrificed this way to pay that part of its escape cost.
- Wizards of the Coast2023-10-13 · official rulingIf a permanent's activated ability is on the stack when that permanent is detained, the ability will be unaffected.
- Wizards of the Coast2023-10-13 · official rulingIf a creature is already attacking or blocking when it's detained, it won't be removed from combat. It will continue to attack or block.
- Wizards of the Coast2023-10-13 · official rulingIf a card has multiple abilities giving you permission to cast it, such as two escape abilities or an escape ability and a flashback ability, you choose which one to apply. The others have no effect.
- Wizards of the Coast2023-10-13 · official rulingTo determine the total cost of a spell, start with the mana cost or alternative cost you're paying (such as an escape cost), add any cost increases, then apply any cost reductions. The mana value of the spell remains unchanged, no matter what the total cost to cast it was and no matter whether an alternative cost was paid.
- Wizards of the Coast2023-10-13 · official rulingIf a card with escape is put into your graveyard during your turn, you'll be able to cast it right away if it's legal to do so, before an opponent can take any actions.
- Wizards of the Coast2023-10-13 · official rulingEscape's permission doesn't change when you may cast the spell from your graveyard.