Isolation Zone
Enchantment
When this enchantment enters, exile target creature or enchantment an opponent controls until this enchantment leaves the battlefield. (That permanent returns under its owner's control.)
- CMC
- 4
- Mana cost
- Color identity
- W
- Rarity
- common
- Set
- Oath of the Gatewatch
- Price
- $0.04
- EDHREC rank
- #25616
Isolation Zone exiles any nonland permanent or enchantment — broad, clean removal stapled to a 4-mana enchantment that replaces itself when it leaves. The cost is real: four mana at sorcery speed means it's always a tempo loss, and the aura-style cage means bounce or flicker effects hand your opponent their threat back.
Format Analysis
Where it lives, where it can’t
| Format | Verdict |
|---|---|
| commander | legal |
| legacy | legal |
| modern | legal |
| pioneer | legal |
| standard | not legal |
| vintage | legal |
| pauper | legal |
| oathbreaker | legal |
In Commander, Isolation Zone competes in a crowded field of enchantment-based removal, and four mana is a steep ask when Oblivion Ring does the same job for three. Pauper is where Isolation Zone earns its keep — the common slot has fewer clean exile options, and the expanded targeting (permanents plus enchantments) gives it real range in that format. In Modern, Legacy, Pioneer, Vintage, and Oathbreaker it's strictly outclassed by cheaper, more efficient answers and never sees serious play.
Key Combos
Combo lines featuring this card
Price Context
Current price
$0.04 bulk tier
At $0.04, Isolation Zone is deep bulk — the kind of card you pull from a commons box without thinking twice. That price is stable by definition; there's no demand pressure to move it, and reprints are irrelevant at this floor.
Explore
Sources
Mentioned
Updated . Data from Scryfall, EDHREC, and Commander Spellbook.