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
{2}{W}{W}
Color identity
W
Rarity
common
Set
Oath of the Gatewatch
Price
$0.04
EDHREC rank
#25616
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Isolation Zone card art
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

FormatVerdict
commander
legacy
modern
pioneer
standard
vintage
pauper
oathbreaker

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.

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Mentioned

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