


Hands without any lock-pieces can be kept if they can put pressure on right away, like a Goblin Rabblemaster on 1 followed by a Legion Warboss on 2. A 7-card hand with no play on the first turn is only justified if you know your opponent's deck and the hand is strong against that particular archetype, otherwise Mulligan and come back with 6 cards.īy the way, this is a deck that gains a huge advantage when playing in known Metagames, as some decks ignore some lock-pieces and others are more vulnerable to Chalice of the Void for 0, for example. Since this is a Prison deck, your starting hand and mulligan are essential. The rest ends up being a mix of lock-pieces - Trinisphere, Magus of the Moon or Maddening Hex extra aggression – Legion Warboss, Laelia, the Blade Reforged, Squee, Dubious Monarch, Fireflux Squad, Caves of Chaos Adventurer, Hazoret the Fervent or Anje's Ravager or utility cards - Unlicensed Hearse, Dead//Gone, Bonecrusher Giant or Chandra, Torch of Defiance. Of the above cards, I can confidently say that 46 are currently key and only a lot of mental gymnastics justifies cutting any one of them: 4 each from Chalice of the Void, Blood Moon, Fable of the Mirror-Breaker, Fury, Goblin Rabblemaster, Simian Spirit Guide, Chrome Mox, Ancient Tomb, City of Traitors, Shatterskull Smashing and Mountain, plus at least 2 Den of the Bugbear.Īmong the remaining 14 spaces, most lists run 1 or 2 more lands, usually extra Dens and/or Sokenzan, Crucible of Defiance. While there are a few other versions of Red Prison - Planeswalker, Jokulhaups, and Giants are the ones that come to my mind right now - the list we mentioned (aka Dragon, Moon, or Red Stompy) has established itself as the most popular.
