Imprisoned in the Moon
Imprisoned in the Moon traps your commander. How is this any different then any other enchantment that traps your commander? This card absolutely ruins the game. 3 mana to permanently trap a commander?? red and black can't do anything about this - blue can't do much after it lands - white has some disenchants and green has a limited amount but this should be like all the other commander traps - send to command zone. -- fix it.
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Rezzahan#77802
commented
Black got at least THREE very useful instants/sorceries that can deal with an enchantment (Feed the Swarm, Withering Torment, Invoke Despair). Why are you not running any of them?
Black and red can destroy (nonbasic) lands. As can several utility lands, like Ghost Quarter. Why do you not run any land destruction to deal with problematic lands? Heck, both colors have many means to sacrifice a land for value.
Blue can bounce the land, or the aura to free the commander.
Honestly, it is rather frustrating how EASY it is for an opponent to get their commander back when you just enchanted it with that aura. Regardless of color combination. Of course, that requires you to actually look for solutions rather than just whine about a card that can impact the game hard if not dealt with. Like there aren't many more of those going around.