Magnetic Mountain

Enchantment

Blue creatures don't untap during their controllers' untap steps.
At the beginning of each player's upkeep, that player may choose any number of tapped blue creatures they control and pay {4} for each creature chosen this way. If the player does, untap those creatures.

CMC
3
Mana cost
{1}{R}{R}
Color identity
R
Rarity
rare
Set
Revised Edition
Price
$0.63
EDHREC rank
#22486
Buy on TCGplayer
Magnetic Mountain card art
Magnetic Mountain locks blue creatures out of the game — their controllers pay four mana per untap step just to get them back, which in practice means the creatures never untap at all. It costs three mana and requires red, so it slots cleanly into any red-based stax or hate build that expects blue at the table.

Format Analysis

Where it lives, where it can’t

FormatVerdict
commander
legacy
modern
pioneer
standard
vintage
pauper
oathbreaker

Magnetic Mountain is a Commander card almost entirely — in a multiplayer pod, the odds that at least one opponent is on blue are high enough that this often reads as a global creature-lock for a single archetype. In Legacy and Vintage, where the card is technically legal, it sees no play; blue creatures in those formats are either too fast for a three-mana enchantment to matter or held back by more efficient countermagic before the Mountain lands. In Commander, it shines most in dedicated stax shells where slowing one player down is enough to let the table handle them, but it loses value fast in creature-light blue builds where the lock hits nothing.

Key Combos

Combo lines featuring this card

Price Context

Current price

$0.63 bulk tier

At $0.63, Magnetic Mountain is firmly bulk — you're paying for utility, not scarcity. The price is stable; this is a narrow hate piece with a small audience, so don't expect movement in either direction.

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Mentioned

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