Choke

Choke

Amonkhet Invocations Special
Mana Cost: {2}{G}
Type: Enchantment
Choke Text:
Islands don't untap during their controllers' untap steps.
Artist: Florian de Gesincourt
Collector Number: 50
Release Date: 2017-04-28
Art crop

Full Analysis

Generated on 2025-06-27T23:17:06.025425 • Legacy Format

Choke: A Comprehensive Review

TL;DR Summary

Choke is an enchantment that prevents Islands from untapping during their controller's untap step, effectively limiting the player's ability to play spells with Island mana costs. This seemingly simple card has a significant impact on blue-green decks and has been a staple in various formats since its introduction.

Detailed Card Mechanics and Interactions

Choke is an enchantment that targets no cards, making it a global effect that affects all Islands on the battlefield. Its mana cost of {2}{G} allows for flexible placement in decks, but it's often played early to maximize its impact. The card text explicitly states that "Islands don't untap during their controllers' untap steps," which means that any Island will remain tapped at the end of the controller's turn.

This has several implications:

  • Blue-green players can no longer play spells with an Island mana cost on their own turn, forcing them to adapt their deck construction and strategy around Choke.
  • Players may need to adjust their deck composition, potentially reducing the number of Islands in their deck or playing more lands to mitigate its effects.
  • Combos and synergies that rely on untapping Islands will be severely impaired, making it challenging for decks to execute these plans.

Strategic Uses, Combos, and Synergies

Choke has been a popular card in various formats due to its versatility and impact. Its pairing with counterspells and removal spells like Daze or Spell Pierce can disrupt opponents' plans, while its presence in blue-green control decks allows players to maintain card advantage while limiting their opponents' ability to play spells.

In combination with combo pieces like Ancestral Recall, Mental Misstep, or Jace, the Mind Sculptor, Choke prevents opponents from untapping Islands required for these complex plans. This synergy highlights the importance of adapting deck composition and strategy around Choke's effects.

Deckbuilding Roles and Archetypes

Choke can fit into various deck archetypes, depending on the player's strategy:

  • Control decks: These decks typically focus on countering opponents' spells and maintaining card advantage. Choke is a natural fit in these decks, allowing players to dictate the board state.
  • Combo decks: Combo decks often rely on specific mana combinations to execute complex plans. Choke can help prevent opponents from disrupting these combos by limiting their access to Islands.
  • Aggro decks: While less common, some aggro decks may include Choke as a way to disrupt opponents' plans and create an advantage.

Format Viability and Competitive Context

Choke has been a staple in various formats, including Standard, Modern, and Legacy. Its impact on blue-green decks is significant, making it a popular choice among players:

  • Standard: Choke was banned from Standard shortly after its release due to its impact on the format.
  • Modern: Choke remains playable in Modern, where it continues to see play in various control and combo decks.
  • Legacy: Choke is considered a format staple in Legacy, where it's often used to disrupt opponents' plans and create card advantage.

Rules Interactions and Technical Notes

When playing Choke, keep the following rules interactions in mind:

  • Island mana costs: Spells with Island mana costs will not be able to resolve if Choke is on the battlefield.
  • Mana acceleration: Cards like Simian Spirit Guide or Fog can accelerate a player's mana, potentially allowing them to play spells around Choke's restriction.
  • Enchantment destruction: Spells like Abrupt Decay or Doom Blade can destroy Choke, removing its effects.

Art, Flavor, and Historical Context

Choke was released in the Fifth Edition set in 1997. The card's art features a swampy landscape with a serpent-like creature wrapped around an Island, emphasizing the idea of restriction and control.

The flavor text reads: "There are those who would choke on their own ambition."

Key Points Summary

Choke

  • Enchantment that prevents Islands from untapping during their controller's untap step
  • Global effect that targets no cards
  • Mana cost of {2}{G} allows for flexible placement in decks
  • Significant impact on blue-green decks and control strategies
  • Popular card in various formats, including Standard, Modern, and Legacy

Conclusion Summary

Choke is a versatile and impactful enchantment that has been a staple in Magic: The Gathering since its introduction. Its ability to limit opponents' access to Islands makes it a popular choice for control decks and combo pieces. While it may seem simple, Choke requires players to adapt their strategy around its effects, making it a challenging card to navigate.

In Standard, its banning was a direct result of its impact on the format. In Modern, Choke continues to see play in various control and combo decks. Legacy, where Choke is considered a staple, demonstrates its enduring relevance in competitive Magic: The Gathering.

Choke's influence extends beyond its presence in individual decks; it shapes the way players build their collections, as they anticipate and prepare for its effects. As a result, Choke remains a staple in various formats, influencing the competitive landscape and shaping the way players navigate the complexities of blue-green strategy.

In conclusion, Choke is more than just a simple enchantment – it's a versatile tool that has become an integral part of Magic: The Gathering's competitive scene. Its ability to limit opponents' access to Islands makes it a valuable addition to control decks and combo pieces, while its influence on the meta as a whole cements its status as a format staple.