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Isolation Zone

Oath of the Gatewatch (OGW)

{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.)
Plays as
Exile RemovalSpot Removal
Format legality

Constructed

StandardNot legal
PioneerLegal
ModernLegal
LegacyLegal
VintageLegal
PauperLegal

Commander

CommanderLegal
Pauper CommanderLegal
Duel CommanderLegal
PreDHNot legal
OathbreakerLegal
Tiny LeadersNot legal

Arena

AlchemyNot legal
HistoricNot legal
TimelessNot legal
BrawlNot legal
Standard BrawlNot legal
Competitive BrawlNot legal
GladiatorNot legal

Other

PremodernNot legal
Old SchoolNot legal
Penny DreadfulLegal
Future StandardNot legal

Versions

2 printings · from $0.03

The List
2019#OGW-22CheapestIn products
Oath of the Gatewatch
2016#22In products

Rulings

5 · latest Jan 22, 2016
  • WotCJan 22, 2016

    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.

  • WotCJan 22, 2016

    If Isolation Zone leaves the battlefield before its triggered ability resolves, the target creature or enchantment won’t be exiled.

  • WotCJan 22, 2016

    If a token is exiled, it ceases to exist. It won’t be returned to the battlefield.

  • WotCJan 22, 2016

    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.

  • WotCJan 22, 2016

    The exiled card returns to the battlefield immediately after Isolation Zone leaves the battlefield. Nothing happens between the two events, including state-based actions.