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Isolation Zone

Isolation Zone

{2}{W}{W}
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.)

When properly aligned, hedrons become powerful tools of binding.

Illustrated by Chris Rallis

Formats
Not Legalstandard
Not Legalhistoric
Not Legaltimeless
Legalpioneer
Legalmodern
Legallegacy
Legalpauper
Legalvintage
Legalpenny
Legalcommander
Legaloathbreaker
Not Legalbrawl
Not Legalalchemy

This printing

Number#OGW-22
RarityCommon
ReleasedNov 7, 2019
EDHREC rank#26,761

Prices

USD$0.20
EUR€0.07
Rulings (5)
  • Auras attached to the exiled creature or enchantment will be put into their owners’ graveyards. Any Equipment will become unattached and remain on the battlefield. Any counters on the exiled permanent will cease to exist.

    Jan 22, 2016 · Wizards of the Coast
  • If Isolation Zone leaves the battlefield before its triggered ability resolves, the target creature or enchantment won’t be exiled.

    Jan 22, 2016 · Wizards of the Coast
  • If a token is exiled, it ceases to exist. It won’t be returned to the battlefield.

    Jan 22, 2016 · Wizards of the Coast
  • In a multiplayer game, if Isolation Zone’s owner leaves the game, the exiled card will return to the battlefield. Because the one-shot effect that returns the card isn’t an ability that goes on the stack, it won’t cease to exist along with the leaving player’s spells and abilities on the stack.

    Jan 22, 2016 · Wizards of the Coast
  • The exiled card returns to the battlefield immediately after Isolation Zone leaves the battlefield. Nothing happens between the two events, including state-based actions.

    Jan 22, 2016 · Wizards of the Coast

Printings (2)

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