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Rules guide · Enchantment

ChillHow it works & interactions with other cards

By the ManaCount desk· 2 min read· Classic Sixth Edition· April 21, 1999
Carte Magic Chill

Chill is one of those cards players keep asking about. Here is, in plain words, what its official text says, the rulings published by Wizards of the Coast, and the combos players actually run.

01

Official card text

Red spells cost {2} more to cast.

Complete guide

Chill is a classic blue enchantment designed to slow down aggressive red strategies by taxing their resources. By increasing the cost of red spells, it forces your opponents to rethink their curve and timing. This persistent effect can single-handedly turn the tide of a match against high-velocity decks.

How Chill Taxes Spells

Chill creates a continuous effect that applies to all red spells being cast by any player. It adds an additional cost of {2} to the total cost of the spell. This tax applies to all red spells regardless of their card type, including creatures, sorceries, and instants. If a spell has multiple colors and one of them is red, it is still considered a red spell and will be taxed accordingly.

Calculating the Total Cost

When a player casts a red spell, they follow a specific order to determine the cost. First, they start with the mana cost or an alternative cost. Second, they apply any cost increases, such as the {2} from Chill. Third, they apply any cost reductions. Finally, effects like Trinisphere are applied. Note that Chill does not change the mana value of the spell, only the amount of mana required to cast it.

Common Misconceptions

A common mistake is thinking Chill affects triggered abilities or spells put directly onto the stack without being cast. Chill only applies when a player performs the 'cast' action. It also does not affect the cost of activated abilities of red permanents already on the battlefield. Another important detail: if a spell is red because of a color-changing effect, Chill will apply to it as long as it is red at the moment it is cast.

Strategic Implementation

You should play Chill early in the game to maximize its disruptive potential. In formats where red decks rely on casting multiple low-cost spells per turn, adding {2} to every single one effectively shuts down their momentum. It is particularly potent in combination with other taxing effects, making it nearly impossible for opponents to maintain their desired pace.

Interaction examples

The Taxation Chain

If you control both Chill and Rhystic Study, an opponent casting a red spell must pay {2} extra due to Chill. When they cast it, Rhystic Study triggers, requiring them to pay another {1} or allow you to draw a card. This forces a heavy mana investment just to resolve a single red spell.

Misleading Names

If a player attempts to cast Creeping Chill from their hand, it will cost {2} more because the card is black, not red. Despite having 'Chill' in the name, Creeping Chill is not affected by the enchantment Chill because the tax only applies to spells that are red in color.

Layering Noncreature Taxes

When an opponent casts a red noncreature spell, Chill increases the casting cost by {2}. After the spell is cast, Mystic Remora triggers, asking the opponent to pay {4} or let you draw. To resolve the spell and prevent your draw, the opponent must spend a total of 6 mana beyond the spell's printed cost.

Guide written with AI from the official text and rulings. Official English text prevails.

How it works : Chill

Original English text — Wizards of the Coast / Scryfall

No additional ruling has been published for this card.

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Interactions with other cards

These cards' text mentions Chill.

03

Legal formats

legacyvintagecommanderoathbreakerduelpremodernpredhtlr
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