The Chamber of Manipulation foil card from Magic: The Gathering's 2001 Odyssey expansion offers collectors a distinctive artifact with unique gameplay utility and classic blue mana appeal.
Chamber of Manipulation
2001 • Magic: The Gathering • Odyssey
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Description
Released in 2001 as part of the Odyssey set, the Chamber of Manipulation stands as a key blue enchantment in Magic: The Gathering history. Carrying the card number 76, this Uncommon foil card was illustrated by Wayne England and features a mana cost of {2}{U}{U}. As an Aura enchantment, it attaches to a land, granting that land the ability to discard a card in exchange for temporary control of a target creature. This interactive mechanic makes it a favorite among competitive and casual players alike who value strategic depth. Collectors often seek out the foil version for its reflective finish and the era's distinct design language. Completing the Odyssey set with this artifact card enhances any vintage Magic collection. The card's ability to shift battlefield momentum has kept it relevant in various formats over the years. For investors and hobbyists, the Chamber of Manipulation represents a tangible piece of early 2000s TCG evolution. Its enduring popularity stems from its clever rules text and the whimsical cephalid theme that defined the set's flavor. Whether building a deck or preserving a favorite artifact, this card remains a staple for enthusiasts of the game.
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Card Details
The catalog profile below summarizes the card identity, featured subject, and notable collectible traits.
Catalog Profile
The core identity of the card within the set.
Featured Subject
The subject, team, league, and sport context tied to this card.
Featured
Chamber of Manipulation
Game
Magic: The Gathering
TCG Attributes
Rarity, print treatment, and game-specific stats for this card.
Uncommon
Wayne England
Card Stock
English
Foil
{2}{U}{U}
Enchantment — Aura
U
Card Text
Abilities, attacks, oracle text, and flavor text printed on the card.
Enchant land Enchanted land has "{T}, Discard a card: Gain control of target creature until end of turn."
Politics is just a subtle form of mind control—and cephalids are master politicians.
