The strategic depth of Magic: The Gathering's 1996 Mirage expansion with card #31, Null Chamber. This World Enchantment reshapes gameplay by banning specific names.
Null Chamber
1996 • Magic: The Gathering • Mirage
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Market & Price History
| Condition | Value | Source | Trend | Price Details |
|---|---|---|---|---|
$1.56 | Guide Estimate | +4.7% | ||
- $1.56
- Source
- Guide Estimate
- Trend
- +4.7%
- Price Details
30-day Price History
Raw / Ungraded
TCGplayer Market (reference) · Guide Estimate evidence · captured Sep 21, 2026
Description
Released in 1996 as part of the Mirage expansion, Null Chamber stands as a defining World Enchantment within Magic: The Gathering's early history. This strategic depth made it a memorable inclusion for collectors and players alike during the game's foundational years. Null Chamber functions as a global rule modifier. When played, it forces both players to select a non-basic land name, rendering those spells and lands unplayable for the remainder of the game. This ability to lock down an opponent's entire strategy class made it a formidable tool in constructed formats. The card's design reflects the era's focus on powerful, game-altering effects that defined the competitive landscape of mid-90s TCGs. Collectors often seek out Mirage cards for their historical significance and the distinct artistic style characteristic of that period. For enthusiasts of Magic: The Gathering trading card game history, Null Chamber represents a pivotal moment in design philosophy. It showcases how early developers experimented with broad, impactful effects that could shift the entire board state. The card's legacy continues to influence modern design trends, even as the game has evolved significantly since its inception. Whether you are building a Mirage collection or studying the evolution of World Enchantments, Null Chamber remains a key piece of the puzzle.
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Card Details
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Catalog Profile
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Featured Subject
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Featured
Null Chamber
Game
Magic: The Gathering
TCG Attributes
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Rare
Douglas Shuler
Card Stock
English
{3}{W}
World Enchantment
W
Card Text
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As this enchantment enters, you and an opponent each choose a card name other than a basic land card name. Spells with the chosen names can't be cast and lands with the chosen names can't be played.
Discovered by Femeref mages, the Null Chamber is the ultimate testing ground for the uncreative.










