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Rules guide · Enchantment

Strength of IsolationHow it works & interactions with other cards

By the ManaCount desk· 4 min read· Torment· February 4, 2002
Carte Magic Strength of Isolation

Strength of Isolation 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.

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Official card text

Enchant creature Enchanted creature gets +1/+2 and has protection from black. Madness {W} (If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)

Complete guide

Strength of Isolation is a versatile Aura that provides both a defensive stat boost and a powerful evasion keyword. It is particularly notable for its Madness ability, which allows it to be cast at a discount and at unusual times. Whether you are bolstering a blocker or shielding a threat from dark magic, this card offers significant utility.

Aura Basics and Protection

As an Aura, Strength of Isolation requires a creature target as you cast it. Once attached, it provides the enchanted creature with +1/+2 and protection from black. This means the creature cannot be damaged, enchanted, equipped, blocked, or targeted by anything with a black color identity. This is an excellent way to bypass black blockers or negate targeted removal spells like Murder.

Mastering the Madness Keyword

Madness is a two-step process. First, if an effect or cost causes you to discard Strength of Isolation, it is moved to exile instead of the graveyard. This triggers a madness ability; as that trigger resolves, you may cast the spell for its madness cost of just {W}. If you choose not to cast it, the card is placed in your graveyard. Crucially, madness ignores normal timing restrictions, allowing you to cast this Aura during an opponent's turn if you have a way to discard it.

Resolution Order

When you discard Strength of Isolation to pay for a cost, the madness trigger goes on top of the stack. This means the Aura will resolve and enter the battlefield before the original spell or ability that caused the discard finishes resolving. If you discard it while a spell is currently resolving, you finish that spell's instructions first, then put the madness trigger on the stack.

Common Pitfalls

A common mistake is thinking you can discard for madness whenever you want; you must have an external reason to discard, such as an opponent's spell or a cost you are paying. Also, remember that if you decline to cast the card when the madness trigger resolves, you cannot change your mind later; the card will stay in the graveyard.

Interaction examples

Solo Strength

You cast Strength of Isolation for its normal mana cost of {1}{W} during your main phase, targeting a creature you control. Upon resolution, your creature grows by +1/+2. If your opponent controls a black creature, your creature can now walk past it unblocked, and your opponent cannot target your creature with black spells.

Timing with Authority

If you discard Strength of Isolation during an opponent's turn and cast it via madness, it enters the battlefield as an Aura. While Authority of the Consuls affects how your opponent's creatures enter, it does not stop your Aura from being cast. The Aura resolves and attaches to its target instantly, potentially saving a creature from a black damage-based spell your opponent just played.

Strategic Discarding

If an opponent forces you to discard a card while you have Ghostly Prison on the battlefield, you can choose Strength of Isolation. You pay {W} to cast it. Even if your opponent has paid the {2} tax to attack you through Ghostly Prison, your newly enchanted creature now has the toughness boost and protection from black needed to block and survive their best black attacker.

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

How it works : Strength of Isolation

Original English text — Wizards of the Coast / Scryfall

  1. #1· Wizards of the Coast

    Cards are discarded in a Magic game only from a player's hand. Effects that put cards into a player's graveyard from anywhere else do not cause those cards to be discarded.

    No other card is named in this ruling.

  2. #2· Wizards of the Coast

    Madness works independently of why you're discarding the card. You could discard it to pay a cost, because a spell or ability tells you to, or because you have too many cards in your hand during your cleanup step. You can't discard a card with madness just because you want to, though.

    No other card is named in this ruling.

  3. #3· Wizards of the Coast

    A card with madness that's discarded counts as having been discarded even though it's put into exile rather than a graveyard. If it was discarded to pay a cost, that cost is still paid. Abilities that trigger when a card is discarded will still trigger.

    No other card is named in this ruling.

  4. #4· Wizards of the Coast

    A spell cast for its madness cost is put onto the stack like any other spell. It can be countered, copied, and so on. As it resolves, it's put onto the battlefield if it's a permanent card or into its owner's graveyard if it's an instant or sorcery card.

    No other card is named in this ruling.

  5. #5· Wizards of the Coast

    Casting a spell with madness ignores the timing rules based on the card's card type. For example, you can cast a sorcery with madness if you discard it during an opponent's turn.

    No other card is named in this ruling.

  6. #6· Wizards of the Coast

    To determine the total cost of a spell, start with the mana cost or alternative cost (such as a madness cost) you're paying, add any cost increases, then apply any cost reductions. The mana value of the spell is determined by only its mana cost, no matter what the total cost to cast that spell was.

    No other card is named in this ruling.

  7. #7· Wizards of the Coast

    If you choose not to cast a card with madness when the madness triggered ability resolves, it's put into your graveyard. Madness doesn't give you another chance to cast it later.

    No other card is named in this ruling.

  8. #8· Wizards of the Coast

    If you discard a card with madness to pay the cost of a spell or activated ability, that card's madness triggered ability (and the spell that card becomes, if you choose to cast it) will resolve before the spell or ability the discard paid for.

    No other card is named in this ruling.

  9. #9· Wizards of the Coast

    If you discard a card with madness while a spell or ability is resolving, it moves immediately to exile. Continue resolving that spell or ability, noting that the card you discarded is not in your graveyard at this time. Its madness triggered ability will be placed onto the stack once that spell or ability has completely resolved.

    No other card is named in this ruling.

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