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Moxonomy

Zone of Flame

Enchantment — Aura4 generic manaRed manaRed manaRed mana

Auras have always needed something concrete to sit on: a permanent, occasionally a player. The entire class is defined by that requirement. Here the attachment target is a zone, one of the game's foundational abstractions, the invisible buckets cards pass through on their way to somewhere else. The parenthetical spelling out which zones are shared and which are per-player is not flavor; it is the whole rules-engineering problem, because a zone is not a game object you can normally point at with an attachment clause. Once you accept that, the damage trigger becomes a counter for that zone's traffic, but only for cards moving through it. Enchant a graveyard and every mill, every dredge, every fetchland shuffle-away stacks up the pings; enchant a library and each draw and each tutor registers; enchant exile and every processing effect or flickered card counts. Note what does not: an ability resolving on the stack is not a card, so the stack is a far quieter zone than it looks. The cost, three red pips inside a seven-mana Aura, is steep and deliberately so, because the effect scales with something the enchanted zone's owner cannot always control. It takes a keyword nobody meant to be extended and extends it one category too far, into a rules primitive that was never supposed to be a legal target. The tokens-aren't-cards reminder is there because someone, immediately, tried to break it with a token engine.

Zone of Flame (mb2)
MB2 · #571rare
Pricing
Normal: $0.19
Foil:
Oracle Text

Rules 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.)
Legalities

Format Status

Standard
N/A
Pioneer
N/A
Modern
N/A
Legacy
N/A
Vintage
N/A
Commander
N/A
Pauper
N/A
Brawl
N/A
Historic
N/A
Alchemy
N/A
Timeless
N/A
Standard Brawl
N/A
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