← MTG Rules

Rules guide · Enchantment

Detention SphereHow it works & interactions with other cards

By the ManaCount desk· 6 min read· Return to Ravnica· October 5, 2012
Carte Magic Detention Sphere

Detention Sphere is one of those cards players keep asking about. Here is, in plain words, what its official text says, the rulings published by Wizards of the Coast, and the combos players actually run.

01

Official card text

When this enchantment enters, you may exile target nonland permanent not named Detention Sphere and all other permanents with the same name as that permanent. When this enchantment leaves the battlefield, return the exiled cards to the battlefield under their owner's control.

How it works : Detention Sphere

Original English text — Wizards of the Coast / Scryfall

  1. #1· Wizards of the Coast

    Although the target of the "enters" ability must not be a land, lands with the same name as that permanent will be exiled.

    No other card is named in this ruling.

  2. #2· Wizards of the Coast

    The "enters" ability has only one target. The other permanents with that name aren't targeted. For example, a permanent with protection from white will be exiled if it has the same name as the target nonland permanent.

    No other card is named in this ruling.

  3. #3· Wizards of the Coast

    If the target nonland permanent is an illegal target when the "enters" ability tries to resolve, it won't resolve and none of its effects will happen. No permanents will be exiled, including those with the same name as the target.

    No other card is named in this ruling.

  4. #4· Wizards of the Coast

    If Detention Sphere leaves the battlefield before its "enters" ability has resolved, its leaves-the-battlefield ability will trigger and do nothing. Then the "enters" ability will resolve and exile the targeted nonland permanent and other permanents with that name indefinitely.

    No other card is named in this ruling.

02

Popular combos

Real combos played by the community, sorted by popularity.

Abdel Adrian, Gorion's Ward
+Glorious Protector
+Detention Sphere
#1

Abdel Adrian, Gorion's Ward + Glorious Protector + Detention Sphere

Infinite blinking of nonland permanentsInfinite creature tokensInfinite creature ETBInfinite creature LTB
  1. 1Cast Glorious Protector by paying {2}{W}{W}.
  2. 2When Glorious Protector enters the battlefield, it triggers, exiling Abdel Adrian until Glorious Protector leaves the battlefield.
  3. 3Abdel Adrian leaves the battlefield, ending its effect, causing Detention Sphere to return from exile to the battlefield.
  4. 4When Detention Sphere enters the battlefield, its first ability triggers, exiling Glorious Protector.
  5. 5When Glorious Protector leaves the battlefield, Abdel Adrian returns from exile to the battlefield.
  6. 6When Abdel Adrian enters the battlefield, it triggers, exiling Detention Sphere and any number of other nonland permanents you control until Abdel Adrian leaves the battlefield and creating at least one 1/1 Soldier creature token.
  7. 7When Detention Sphere leaves the battlefield, its second ability triggers, returning Glorious Protector to the battlefield from exile.
  8. 8Repeat from step 2.
Oblivion Ring
+Detention Sphere
+Archon of Sun's Grace
+Copy Enchantment
#2

Oblivion Ring + Detention Sphere + Archon of Sun's Grace + Copy Enchantment

Infinite creature tokensInfinite creature ETB
  1. 1Cast Copy Enchantment by paying {2}{U}, causing it to enter the battlefield as a copy of Oblivion Ring.
  2. 2When Copy Enchantment enters the battlefield, its first ability and Archon of Sun's Grace trigger.
  3. 3Resolve the Archon of Sun's Grace trigger, creating a 2/2 Pegasus creature token.
  4. 4Resolve the Copy Enchantment trigger, exiling Oblivion Ring.
  5. 5When Oblivion Ring leaves the battlefield, its second ability triggers, returning Detention Sphere from exile to the battlefield.
  6. 6When Detention Sphere enters the battlefield, its first ability and Archon of Sun's Grace trigger.
  7. 7Resolve the Archon of Sun's Grace trigger, creating a 2/2 Pegasus creature token.
  8. 8Resolve the Detention Sphere trigger, exiling Copy Enchantment.
Apocalypse
+Barren Glory
+Detention Sphere
#3

Apocalypse + Barren Glory + Detention Sphere

Win the game
  1. 1Cast Detention Sphere by paying {1}{W}{U}.
  2. 2Detention Sphere enters the battlefield, exiling Barren Glory.
  3. 3Cast Apocalypse by paying {2}{R}{R}{R}, exiling all permanents and causing you to discard your hand.
  4. 4Detention Sphere triggers, returning Barren Glory to the battlefield.
  5. 5Proceed to your next turn.
  6. 6At the beginning of your upkeep, Barren Glory triggers, causing you to win the game.
Kaervek's Spite
+Detention Sphere
+Barren Glory
#4

Kaervek's Spite + Detention Sphere + Barren Glory

Win the game
  1. 1During the end step before your turn, cast Kaervek's Spite by paying {B}{B}{B}, discarding your hand, and sacrificing all permanents.
  2. 2When Detention Sphere leaves the battlefield, its second ability triggers, returning Barren Glory from exile to the battlefield.
  3. 3Resolve Kaervek's Spite, causing target player to lose 5 life.
  4. 4At the beginning of your next upkeep, Barren Glory triggers, causing you to win the game.
Abdel Adrian, Gorion's Ward
+Phantom Steed
+Detention Sphere
#5

Abdel Adrian, Gorion's Ward + Phantom Steed + Detention Sphere

Infinite blinking of nonland permanentsInfinite creature tokensInfinite creature ETBInfinite creature LTB
  1. 1Cast Phantom Steed by paying {3}{U}.
  2. 2When Phantom Steed enters the battlefield, its first ability triggers, exiling Abdel Adrian until Phantom Steed leaves the battlefield.
  3. 3Abdel Adrian leaves the battlefield, ending its effect, causing Detention Sphere to return from exile to the battlefield.
  4. 4When Detention Sphere enters the battlefield, its first ability triggers, exiling Phantom Steed.
  5. 5Phantom Steed leaves the battlefield, ending its effect, causing Abdel Adrian to return from exile to the battlefield.
  6. 6When Abdel Adrian enters the battlefield, it triggers, exiling Detention Sphere and any number of other nonland permanents you control until Abdel Adrian leaves the battlefield and creating at least one 1/1 Soldier creature token.
  7. 7When Detention Sphere leaves the battlefield, its second ability triggers, returning Phantom Steed to the battlefield from exile.
  8. 8Repeat from step 2.
Abdel Adrian, Gorion's Ward
+Lumbering Battlement
+Detention Sphere
#6

Abdel Adrian, Gorion's Ward + Lumbering Battlement + Detention Sphere

Infinite blinking of nonland permanentsInfinite creature tokensInfinite creature ETBInfinite creature LTB
  1. 1Cast Lumbering Battlement by paying {4}{W}.
  2. 2When Lumbering Battlement enters the battlefield, it triggers, exiling Abdel Adrian until Lumbering Battlement leaves the battlefield.
  3. 3Abdel Adrian leaves the battlefield, ending its effect, causing Detention Sphere to return from exile to the battlefield.
  4. 4When Detention Sphere enters the battlefield, its first ability triggers, exiling Lumbering Battlement.
  5. 5Lumbering Battlement leaves the battlefield, ending its effect, causing Abdel Adrian to return from exile to the battlefield.
  6. 6When Abdel Adrian enters the battlefield, it triggers, exiling Detention Sphere and any number of other nonland permanents you control until Abdel Adrian leaves the battlefield and creating at least one 1/1 Soldier creature token.
  7. 7When Detention Sphere leaves the battlefield, its second ability triggers, returning Lumbering Battlement to the battlefield from exile.
  8. 8Repeat from step 2.
Sakashima the Impostor
+Opalescence
+Detention Sphere
#7

Sakashima the Impostor + Opalescence + Detention Sphere

Infinite creature ETBInfinite creature LTB
  1. 1Cast Sakashima the Impostor by paying {2}{U}{U}, having it enter the battlefield as a copy of Detention Sphere that is a 3/3 legendary enchantment creature named Sakishima the Imposter.
  2. 2When Sakashima the Impostor, it triggers its first ability from Detention Sphere, exiling itself.
  3. 3Sakashima the Impostor leaves the battlefield, triggering its second ability from Detention Sphere, returning itself to the battlefield as a copy of Detention Sphere that is a 3/3 legendary creature named Sakashima the Impostor.
  4. 4Repeat from step 2 any number of times.
  5. 5End the loop by choosing a different creature to copy or a different permanent to exile, or by declining to exile anything.
Sakashima the Impostor
+Starfield of Nyx
+Detention Sphere
#8

Sakashima the Impostor + Starfield of Nyx + Detention Sphere

Infinite creature ETBInfinite creature LTB
  1. 1Cast Sakashima the Impostor by paying {2}{U}{U}, having it enter the battlefield as a copy of Detention Sphere that is a 3/3 legendary enchantment creature named Sakishima the Imposter.
  2. 2When Sakashima the Impostor, it triggers its first ability from Detention Sphere, exiling itself.
  3. 3Sakashima the Impostor leaves the battlefield, triggering its second ability from Detention Sphere, returning itself to the battlefield as a copy of Detention Sphere that is a 3/3 legendary creature named Sakashima the Impostor.
  4. 4Repeat from step 2 any number of times.
  5. 5End the loop by choosing a different creature to copy or a different permanent to exile, or by declining to exile anything.
03

Legal formats

historictimelessgladiatorpioneermodernlegacyvintagepennycommanderoathbreakerbrawlcompetitivebrawldueltlr
0 Image

Commentaires

  • Sois le premier à commenter cette carte.

Read next

Meta decks with Detention Sphere

No archived Top 8 deck with this card yet.

Explore the meta
Official source