Stormcage Containment Facility 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.
Official card text
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.)
How it works : Stormcage Containment Facility
Original English text — Wizards of the Coast / Scryfall
- #1· Wizards of the Coast
If a card has no mana cost, its escape cost is an unpayable cost, so you can't cast it for that cost.
No other card is named in this ruling.
- #2· Wizards of the Coast
If 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.
No other card is named in this ruling.
- #3· Wizards of the Coast
If 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.
No other card is named in this ruling.
- #4· Wizards of the Coast
Escape's permission doesn't change when you may cast the spell from your graveyard.
No other card is named in this ruling.
- #5· Wizards of the Coast
To 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.
No other card is named in this ruling.
- #6· Wizards of the Coast
After 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.
No other card is named in this ruling.
- #7· Wizards of the Coast
If 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.
No other card is named in this ruling.
- #8· Wizards of the Coast
If 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.
No other card is named in this ruling.
- #9· Wizards of the Coast
If 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.
No other card is named in this ruling.
- #10· Wizards of the Coast
Once 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.
No other card is named in this ruling.
- #11· Wizards of the Coast
Activated 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.
No other card is named in this ruling.
- #12· Wizards of the Coast
The static abilities of a detained permanent still apply. The triggered abilities of a detained permanent can still trigger.
No other card is named in this ruling.
- #13· Wizards of the Coast
If 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.
No other card is named in this ruling.
- #14· Wizards of the Coast
If a permanent's activated ability is on the stack when that permanent is detained, the ability will be unaffected.
No other card is named in this ruling.
- #15· Wizards of the Coast
When 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.
No other card is named in this ruling.
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Meta decks with Stormcage Containment Facility
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