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Zone of Flame
NM
LP
MP
HP

Viewing offers in Near Mint condition

rare · Enchantment — Aura

Zone of Flame

rare · Enchantment — Aura · Mystery Booster 2
$0.15
Low
$0.18
Market
$0.22
High

Oracle Text

Enchant zone (Battlefield, command, exile, and stack are shared zones. Each player has their own graveyard, hand, and library zones.)
Whenever one or more cards enter or leave enchanted zone, Zone of Flame deals 1 damage to each opponent. (Tokens aren't cards.)

Card Details

-/-Power / Toughness
{4}{R}{R}{R}Mana Cost
1Prints

Character Background

Zone of Flame is a bizarrely red enchantment that turns the game’s shared spaces into a pressure point, rewarding you whenever cards enter or leave the battlefield, command zone, exile, or stack. In practice, it best supports a combo-control shell or a grindy value deck that can repeatedly move cards through those zones while surviving the setup cost of {4}{R}{R}{R}. Because it only counts cards, not tokens, you want effects that blink, exile, recast, or bounce actual cards: flicker engines, adventure spells, suspend interactions, or commanders that naturally hop in and out of exile can all rack up damage. It also pairs well with counter wars and stack manipulation, since even a spell being exiled or copied into a new zone can trigger it if a card changes zones. The card is especially punishing in multiplayer, where every trigger hits all opponents, so it rewards patience, timing, and a plan to turn incidental zone movement into a steady burn clock.

Generated using gpt-5.4-mini

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Suggested Pricing
$0.15 - $0.22
At the current market price of $0.18.
Average Time to Sell
3 days
At the current market price of $0.18.

Public Decks Using This Card

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Character Background

Zone of Flame is a bizarrely red enchantment that turns the game’s shared spaces into a pressure point, rewarding you whenever cards enter or leave the battlefield, command zone, exile, or stack. In practice, it best supports a combo-control shell or a grindy value deck that can repeatedly move cards through those zones while surviving the setup cost of {4}{R}{R}{R}. Because it only counts cards, not tokens, you want effects that blink, exile, recast, or bounce actual cards: flicker engines, adventure spells, suspend interactions, or commanders that naturally hop in and out of exile can all rack up damage. It also pairs well with counter wars and stack manipulation, since even a spell being exiled or copied into a new zone can trigger it if a card changes zones. The card is especially punishing in multiplayer, where every trigger hits all opponents, so it rewards patience, timing, and a plan to turn incidental zone movement into a steady burn clock.

Generated using gpt-5.4-mini · Updated at 2026-08-11 10:20:43 UTC

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