Zone of Flame
Card Information
Type: Enchantment — Aura
Mana Cost: 4
CMC: 7
Part of the Reserved List: No
Color Identity:
Set: ()
Rarity:
Collector Number:
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.)
Keywords
Format Legalities
Card Rulings
- November 8, 2024
Zone of Flame’s last ability only triggers once for each instance where cards are put into or removed from the enchanted zone, no matter how many cards were put into or taken out of that zone at the same time.
Source: wotc - November 8, 2024
Playtest cards aren’t legal for play in any tournament format other than Mystery Booster Limited formats. On the other hand, we expect they will spice up a wide variety of non-tournament games (as long as everyone’s on the same page about using them!).
Source: wotc - November 8, 2024
For many playtest cards, you’ll need to make a generous assumption that basic game rules would be updated to allow them to work. The Mystery Booster 2 Playtest Card Notes section (reproduced here in individual Gatherer rulings) provides guidance for fitting these cards into the existing rules structure.
Source: wotc - November 8, 2024
Playtest cards use a modified version of game symbols, such as {T} and {W}. These modified symbols should be treated as the standard symbols during play.
Source: wotc - November 8, 2024
If a player is instructed to exile cards from their library “until” a certain event occurs, that player exiles those cards one at a time.
Source: wotc
Price History

To study a single card is to glimpse the heart of a spell - a frozen moment of ambition, artistry, and arcane intent. Within each glyph lies a spark: a story untold, a duel turned, a destiny altered. Treat it not as mere parchment, dear seeker, but as a shard of the Multiverse itself.