The strategic depth of Solitary Confinement, card number 24 from Magic: The Gathering's 2002 Judgment set. This rare white enchantment is a staple for collectors of the set.
Solitary Confinement
2002 • Magic: The Gathering • Judgment
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$8.88
Description
Solitary Confinement, identified as card number 24, stands as a notable entry in the 2002 Judgment expansion for Magic: The Gathering. Classified as a rare enchantment, this white card offers a unique mechanical profile that has attracted attention from both players and catalog collectors. The card requires a mana cost of two generic mana and one white mana to cast, placing it firmly in the mid-game strategy zone for decks focused on white mana sources. The gameplay mechanics of Solitary Confinement create a high-stakes scenario for the controller. Upon entering the battlefield, it establishes a protective barrier that prevents all damage from being dealt to its controller. This defensive capability is balanced by a significant upkeep cost: the controller must either sacrifice the enchantment or discard a card from their hand at the beginning of their upkeep. Additionally, the enchantment grants the controller shroud, rendering them unable to be targeted by spells or abilities, which further isolates the player from external interactions but also limits their own options. For collectors of Magic: The Gathering, the Judgment set represents a pivotal era in the game's history. As a rare card, it holds a specific place in the hierarchy of the expansion. The card's enduring presence in discussions of white enchantments highlights its significance beyond its initial release year.
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Card Details
The catalog profile below summarizes the card identity, featured subject, and notable collectible traits.
Catalog Profile
The core identity of the card within the set.
Featured Subject
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Featured
Solitary Confinement
Game
Magic: The Gathering
TCG Attributes
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Rare
Scott M. Fischer
Card Stock
English
{2}{W}
Enchantment
W
Card Text
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At the beginning of your upkeep, sacrifice this enchantment unless you discard a card. Skip your draw step. You have shroud. (You can't be the target of spells or abilities.) Prevent all damage that would be dealt to you.







