Skip to content
Moxonomy

Deserter's Quarters

Artifact2 generic mana

The trick is in the self-tap clause, and it is the whole reason this exists. The activated ability is hideously expensive: six mana plus the tap to lock down a single creature. But the lock persists only as long as the artifact stays tapped, and the artifact gives you permission to skip its own untap step. So you spend the six once, tap a creature, then deliberately leave the Quarters tapped indefinitely, paying nothing further to keep that creature parked. It is a Pacifism that costs an enormous up-front sum but charges no rent, and one that can be redirected: untap the artifact (by not opting out one turn), and the prisoner is released, freeing you to imprison something else next time. That self-tap permission, common to a small family of artifacts and lands that gate their own untapping, is the structural piece that turns a one-shot activation into a permanent state. The economics are brutal enough that the prison only locks one creature at a time, which is the natural ceiling on a repeatable, no-upkeep removal effect: pay a king's ransom once, hold one threat forever, but only one.

Deserter's Quarters (jou)
JOU · #160uncommon
Pricing
Normal: $0.04
Foil: $0.69
Oracle Text

Rules text

You may choose not to untap this artifact during your untap step. 6 generic mana, Tap: Tap target creature. It doesn't untap during its controller's untap step for as long as this artifact remains tapped.
Legalities

Format Status

Standard
N/A
Pioneer
Legal
Modern
Legal
Legacy
Legal
Vintage
Legal
Commander
Legal
Pauper
N/A
Brawl
N/A
Historic
N/A
Alchemy
N/A
Timeless
N/A
Standard Brawl
N/A
More formats
Old School
N/A
Premodern
N/A
PreDH
N/A
Pauper Commander
N/A
Oathbreaker
Legal
Gladiator
N/A
Penny Dreadful
Legal
Duel Commander
Legal
Future Standard
N/A
COMPETITIVEBRAWL
N/A
TLR
Legal
Quick navigation
move selectesc close