Static Prison
Uncommon · Enchantment
7.8Very goodRank 22 of 302
58.8%Rank 43 of 298 by win rate, card in hand · set average: 56.2%
How are these measures computed?
Pick rating. The pick rating estimates what a card is worth when you choose it, before there are results: it combines several signals (expert evaluations, the choices of strong players, characteristics of the card such as its cost and rarity) and was tuned on the results of decks of strong players. It is for comparing cards while you draft.
Observed strength. The observed strength is the win rate of the games in which the card was in hand at some point (opening hand or drawn), from hundreds of thousands of real games of online draft players since the set came out. The rank compares the cards seen in at least 1,000 games. It does not correct for the strength of the deck the card is played in, and a result stays uncertain for a card that is played little (about 1.6 points of margin at 1,000 games).
One of the very best uncommons of the format (7.8/10).
Why. One mana to exile a nonland permanent an opponent controls, with two starting energy to keep it there. You gain a lot of tempo by removing a threat while you deploy yours, even though it is not permanent.
Risks. The enchantment is sacrificed when you can no longer pay the energy, and the permanent returns. Without other energy sources it holds for about two turns.
In the draft. A good pick in white for tempo decks or ones with energy. Race while the threat is exiled.
Win rate of the card
Percentage of games won by the decks that play this card, depending on when it shows up, from the real games of the set.
Gap when it is drawn, against the games where it is not : +1.2 win-rate points
Its place in the set
- Uncommon: rank 4 of 120
- White: rank 5 of 41
- Cost 1: rank 5 of 31
- Average pick: 5.4 (1 = taken first from a pack; the lower the number, the earlier players choose it)
Win rate by colour pair
Percentage of games won by the decks of each pair that play the card, with the number of games. The pairs are the two main colors of the deck: when the card has a color outside the pair, the deck plays it as a splash (marked “splash”). A pair that has an archetype in this set leads to its guide.
Win rate: strong players and all players
Percentage of games won when the card is in hand; strong players are those ranked diamond or mythic online.
Win rate on the play and on the draw
Win rate by number of copies in the deck
- 1 copy57.3 % · 60,305 games
- 2 copies59.2 % · 11,212 games
- 3 copies58.2 % · 947 games
- 4 copies or more63.6 % · 129 games
Win rate since the set came out (card in hand)
- First two weeks58.9 % · 16,327 games
- Next two weeks59.0 % · 9,730 games
- After that58.4 % · 3,564 games
Win rate alongside other cards
Win rate of the decks that play both cards, compared with the one you would expect from what each card gets alone. At least 150 games together.
Cards it wins more with
- Wheel of Potential414 games · 56.8 % (instead of 51.6% expected)
- Triton Wavebreaker1,258 games · 53.7 % (instead of 51.4% expected)
- Flare of Fortitude749 games · 57.3 % (instead of 55.3% expected)
- Kappa Cannoneer1,263 games · 55.9 % (instead of 54.1% expected)
Cards it wins less with
- Writhing Chrysalis4,243 games · 55.5 % (instead of 59.9% expected)
Where it is played
R/W · 35 %U/W · 35 %
Played in 9.1% of the decks of the set
Other cards of the same cost and colours
Intrinsic ratings: they do not take into account the cards you have already picked. They matter most for the first pick of the first pack.




