Null Chamber

World Enchantment

As this enchantment enters, you and an opponent each choose a card name other than a basic land card name.
Spells with the chosen names can't be cast and lands with the chosen names can't be played.

CMC
4
Mana cost
{3}{W}
Color identity
W
Rarity
rare
Set
Mirage
Price
$1.50
EDHREC rank
#25104
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Null Chamber card art
Null Chamber locks two named cards out of the game entirely — one you name, one your opponent names — for as long as it stays on the battlefield. That negotiated symmetry is the trap: you build around the constraint, they don't, so you win the exchange every time.

Format Analysis

Where it lives, where it can’t

FormatVerdict
commander
legacy
modern
pioneer
standard
vintage
pauper
oathbreaker

Commander is where Null Chamber does its best work, because naming a commander is devastating — the threat of locking a commander in the zone it's currently in warps how opponents play, and politically forcing an opponent to name something irrelevant is a skill the right pilot exploits consistently. In Legacy and Vintage, the card is legal but too slow and narrow against the density of threats those formats present; dedicated hate like Meddling Mage names without the symmetry drawback. Null Chamber sees essentially no competitive play outside Commander, where its political texture and ability to shut off a single problematic permanent name justify the two-mana investment.

Key Combos

Combo lines featuring this card

Price Context

Current price

$1.50 cheap tier

At $1.50, Null Chamber sits in budget territory with no meaningful reprint pressure on the horizon. The price is fair for a card with a niche but genuine role — if it fits your strategy, there's no reason to hesitate at this entry point.

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Mentioned

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