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Rules guide · Artifact

Thought PrisonHow it works & interactions with other cards

By the ManaCount desk· 2 min read· Mirrodin· October 2, 2003
Carte Magic Thought Prison

Thought Prison 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

Imprint — When this artifact enters, you may have target player reveal their hand. If you do, choose a nonland card from it and exile that card. Whenever a player casts a spell that shares a color or mana value with the exiled card, this artifact deals 2 damage to that player.

Complete guide

Thought Prison is a formidable artifact that punishes players for casting spells that resemble the card trapped within it. By exiling a key resource from an opponent's hand, you create a lasting tax that deals damage throughout the game. This card is a psychological and tactical tool used to lock down specific strategies based on color or cost.

How Imprint Works

When Thought Prison enters the battlefield, its Imprint ability triggers. You choose a target player who must reveal their entire hand. From that revealed hand, you may select one nonland card to be exiled. This exiled card becomes 'imprinted' on Thought Prison, and its characteristics—specifically its colors and mana value—determine when the artifact's second ability will trigger.

The Damage Trigger

The second ability is a triggered ability that watches every spell cast by any player, including yourself. If a cast spell shares at least one color with the exiled card, or if it has the same mana value, Thought Prison triggers. Upon resolution, it deals 2 damage to the player who cast that spell. Note that if a spell matches both the color and the mana value, it still only deals 2 damage, as the ability triggers only once per spell cast.

Strategic Timing

Because Thought Prison costs five mana, you should play it when you can identify a mana value or color that is prevalent in your opponent's deck. It is most effective against decks with high redundancy. If Thought Prison leaves the battlefield, the exiled card remains in exile, but the artifact's ability will no longer function. If you blink Thought Prison, you get to choose a new card to imprint, but the old one remains lost in exile.

Interaction examples

Imprinting Colorless Artifacts

If you exile Solemn Simulacrum with Thought Prison, you have imprinted a colorless card with a mana value of 4. Whenever any player casts a spell with a mana value of exactly 4, Thought Prison will deal 2 damage to them. Since Solemn Simulacrum is colorless, casting other colorless spells will not trigger the damage unless they also have a mana value of 4.

Matching Mana Values

Suppose you have imprinted The One Ring, which has a mana value of 4. If a player later casts Solemn Simulacrum (also mana value 4), Thought Prison recognizes the matching mana value. Even though both cards are colorless and do not share a 'color', the shared mana value is enough to trigger the 2 damage.

The Double Match Rule

If the card exiled by Thought Prison is The One Ring and a player casts another copy of The One Ring, the spell shares both its mana value (4) and its color profile (colorless) with the imprinted card. According to official rulings, the trigger only checks if at least one condition is met. Therefore, Thought Prison deals only 2 damage to the caster, not 4.

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

How it works : Thought Prison

Original English text — Wizards of the Coast / Scryfall

  1. #1· Wizards of the Coast

    The second ability triggers only once per spell. If the spell shares both a color and a mana value with the imprinted card, Thought Prison deals 2 damage, not 4.

    No other card is named in this ruling.

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Legal formats

modernlegacyvintagecommanderoathbreakerduelpredh
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