Involuntary Cooldown

Sorcery

Tap up to two target artifacts and/or creatures. Put two stun counters on each of them. (If a permanent with a stun counter would become untapped, remove one from it instead.)

CMC
4
Mana cost
{3}{U}
Color identity
U
Rarity
uncommon
Set
The Brothers' War
Price
$0.13
EDHREC rank
#18146
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Involuntary Cooldown card art
Involuntary Cooldown taps a creature and puts two time counters on it, keeping it locked down for two full turns — a three-mana instant that effectively removes a threat for a combat cycle without spending a destroy or exile effect. The cost is real: it's temporary, and a sufficiently protected creature just comes back.

Format Analysis

Where it lives, where it can’t

FormatVerdict
commander
legacy
modern
pioneer
standard
vintage
pauper
oathbreaker

Commander is where Involuntary Cooldown is most at home, specifically in decks that need to neutralize a commander or a combo piece long enough to assemble a win — two turns of lockdown can be the window that matters. In competitive non-rotating formats like Legacy, Modern, and Vintage, it doesn't compete with cheaper or permanent answers; no serious deck wants a three-mana tap effect when Path to Exile and Fatal Push exist. Pioneer sees the same problem: the effect doesn't match what tempo and control decks actually want at three mana. Involuntary Cooldown is a Commander card through and through.

Key Combos

Combo lines featuring this card

Price Context

Current price

$0.13 bulk tier

At $0.13, Involuntary Cooldown is deep bulk — easy to pick up as a throw-in or grab from any dollar bin. Bulk uncommons with narrow applications rarely appreciate, so don't expect this to move.

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Mentioned

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    Updated . Data from Scryfall, EDHREC, and Commander Spellbook.