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Rules guide · Enchantment

Seatower ImprisonmentHow it works & interactions with other cards

By the ManaCount desk· 2 min read· Alchemy Horizons: Baldur's Gate· July 7, 2022
Carte Magic Seatower Imprisonment

Seatower Imprisonment 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.

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Official card text

Enchant creature or planeswalker you don't control When this enchantment enters, conjure a card named Soldiers of the Watch onto the battlefield. Enchanted permanent can't attack or block, and its activated abilities can't be activated.

Complete guide

Seatower Imprisonment is a versatile white Aura from Alchemy that provides both powerful control and immediate board presence. By neutralizing a major threat while providing a blocker that can eventually duplicate itself, it ensures you stay ahead in both tempo and card advantage. This card is an excellent way to handle large creatures or annoying planeswalkers that would otherwise dominate the game.

Dual-Purpose Control

When you cast Seatower Imprisonment, you target a creature or planeswalker you do not control. Once it enters the battlefield, two things happen simultaneously: the target loses its ability to attack, block, or use its activated abilities, and you conjure a Soldiers of the Watch token directly onto the battlefield. This means you aren't just removing a threat; you are actively building your own army at the same time.

The Conjure and Double Team Mechanic

The 'conjure' keyword is unique to digital play; it creates a card out of thin air that exists just like any other card in the game. The Soldiers of the Watch card that enters has Double Team. This means if you later attack with that Soldier, you will conjure another copy into your hand, and both the attacker and the new card in hand will perpetually lose the Double Team ability. This chain reaction helps you maintain pressure without using additional cards from your deck.

Targeting and Timing

You must choose a legal target you don't control when casting the spell. If the target becomes illegal or leaves the battlefield before the spell resolves, Seatower Imprisonment will fail to enter the battlefield, and you will not get your Soldiers of the Watch. However, once it is attached, the restriction on activated abilities applies to all non-mana abilities of the permanent, including those of planeswalkers.

Interaction examples

Locking Down a Threat

You cast Seatower Imprisonment targeting an opponent's largest creature. As it resolves, the creature can no longer attack or block. Immediately, a Soldiers of the Watch is conjured onto your side of the field. On your next turn, you attack with the Soldier, triggering Double Team to put a second Soldier into your hand while your opponent's creature remains useless.

Managing Resources and Taxes

While Seatower Imprisonment locks down a physical threat, permanents like Smothering Tithe operate on triggered abilities. If you use the Aura on an opponent's creature, their Smothering Tithe will still function normally because Seatower Imprisonment only stops activated abilities (those written as 'Cost: Effect'), not triggered abilities (those starting with 'When', 'Whenever', or 'At').

Combining Defensive Layers

With Ghostly Prison on the board, your opponent already has to pay mana to attack you. By placing Seatower Imprisonment on their best remaining creature, you remove their option to even pay that tax for that specific creature. This creates a powerful pillow-fort effect where your opponent is drained of mana while their best attacker is completely neutralized.

Guide written with AI from the official text and rulings. Official English text prevails.

How it works : Seatower Imprisonment

Original English text — Wizards of the Coast / Scryfall

No additional ruling has been published for this card.

Related cards and tokens

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Legal formats

historictimelessgladiatorbrawlcompetitivebrawl
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