Walk-In Closet // Forgotten Cellar card art

Walk-In Closet // Forgotten Cellar

Enchantment — Room // Enchantment — Room MV 8

Tracked across real Commander games played through TurnZero HQ.

What it does

You may play lands from your graveyard.

(You may cast either half. That door unlocks on the battlefield. As a sorcery, you may pay the mana cost of a locked door to unlock it.)

When you unlock this door, you may cast spells from your graveyard this turn, and if a card would be put into your graveyard from anywhere this turn, exile it instead.

(You may cast either half. That door unlocks on the battlefield. As a sorcery, you may pay the mana cost of a locked door to unlock it.)

Combos with Walk-In Closet // Forgotten Cellar

Lines this card is part of — what it needs alongside it, and what the two of them do. An infinite result is the one that moves a deck's bracket.

  • Fastbond Zuran Orb Infinite
    • Infinite lifegain triggers
    • Infinite lifegain
    • Infinite landfall triggers
    • Infinite mana lands you control that enter the battlefield untapped can produce
    See the steps on Commander Spellbook →
  • Hearthhull, the Worldseed Retreat to Coralhelm Infinite
    • Infinite card draw
    • Infinite draw triggers
    • Near-infinite landfall triggers
    • Near-infinite lifeloss
    See the steps on Commander Spellbook →
  • Glacial Chasm Azusa, Lost but Seeking Infinite
    • Prevent all damage that would be dealt to you
    • Lock
    See the steps on Commander Spellbook →
  • Aesi, Tyrant of Gyre Strait Walk the Aeons Mystic Sanctuary Infinite
    • Infinite turns
    • Lock
    See the steps on Commander Spellbook →
  • Mystic Sanctuary Dust Bowl Walk the Aeons Infinite
    • Skip your draw steps
    • Near-infinite turns
    • Lock
    See the steps on Commander Spellbook →
  • Enter the Unknown Mystic Sanctuary Bolas's Citadel Zuran Orb Infinite
    • Infinite lifegain triggers
    • Infinite lifegain
    • Infinite storm count
    • Infinite blue mana
    • Infinite magecraft triggers
    • Infinite landfall triggers
    • Infinite +1/+1 counters on creatures you control
    See the steps on Commander Spellbook →
  • Hearthhull, the Worldseed Clock of Omens Tireless Provisioner Roaming Throne Infinite
    • Infinite artifact ETB
    • Infinite artifact tokens
    • Infinite card draw
    • Near-infinite lifeloss
    • Infinite draw triggers
    • Near-infinite landfall triggers
    • Infinite tapped Treasure tokens
    • Near-infinite tapped Food tokens
    • Near-infinite tapped Treasure tokens
    See the steps on Commander Spellbook →

Showing the 7 shortest and most explosive. This card appears in more than these — follow any of them through to Commander Spellbook to browse the rest.

Combo data from Commander Spellbook, the community-maintained database of Magic combos. Mirrored nightly.

Rulings

21 official rulings, in the order Wizards published them.

  • 2024-09-20

    To cast a Room spell, choose a half (or "door") to cast. There's no way to cast both halves of a Room card. When the Room spell resolves, the corresponding door becomes unlocked as the Room enters.

  • 2024-09-20

    Some doors have abilities that trigger whenever you unlock that door and require one or more targets. You can unlock that door even if there would be insufficient legal targets for that triggered ability. The triggered ability won't go on the stack.

  • 2024-09-20

    Forgotten Cellar's ability won't stop tokens from going to your graveyard as normal (and ceasing to exist shortly thereafter, also as normal).

  • 2024-09-20

    Any time you have priority during a main phase of your turn and the stack is empty, you may pay the mana cost of a locked door (also called its "unlock cost"). That door becomes unlocked. This is a special action. It doesn't use the stack and can't be responded to.

  • 2024-09-20

    Some abilities allow you to lock a door of a Room you control. You can't choose to lock a door that's already locked with such an ability. If such an ability requires a target, you can target a Room even if both of its doors are locked, but the ability won't do anything when it resolves.

  • 2024-09-20

    Walk-In Closet's ability doesn't allow you to activate abilities (such as cycling) of land cards in your graveyard.

  • 2024-09-20

    An ability that triggers "whenever you fully unlock a Room" triggers when a door becomes unlocked and the other door of that Room is already unlocked, or when both doors of that Room become unlocked simultaneously.

  • 2024-09-20

    You pay all costs and follow all timing rules for spells cast from your graveyard with the permission granted by Forgotten Cellar's ability. You may pay alternative costs, such as impending costs, rather than the spell's mana cost. You may pay optional additional costs, such as kicker, and if there are any mandatory additional costs, those must be paid to cast the spell.

  • 2024-09-20

    While in any zone other than the stack or the battlefield, a Room card's characteristics are a combination of its two doors. For example, Bottomless Pool // Locker Room has a mana value of 6 while it's in your library. If an effect allows you to search your library for a card with mana value 4 or less, you can't find Bottomless Pool // Locker Room.

  • 2024-09-20

    Some abilities allow you to unlock a door of a Room you control. You can't choose to unlock a door that's already unlocked with such an ability. If such an ability requires a target, you can target a Room even if both of its doors are unlocked, but the ability won't do anything when it resolves.

  • 2024-09-20

    While on the battlefield, a Room's characteristics are a combination of the characteristics of its unlocked doors. For example, if Bottomless Pool // Locker Room is on the battlefield with both doors unlocked, its names are Bottomless Pool and Locker Room, its mana value is 6, it's a Room Enchantment, and it has the abilities in each door's text box.

  • 2024-09-20

    Each Room card is a single card. For example, if you discard a Room card, you've discarded one card, not two. If an effect counts the number of enchantment cards in your graveyard, Bottomless Pool // Locker Room counts once, not twice.

  • 2024-09-20

    An ability that triggers "when you unlock this door" triggers when that door becomes unlocked. This can happen one of two ways: (1) the door becomes unlocked on the battlefield or (2) the door becomes unlocked as the Room enters the battlefield because you cast the corresponding half. In the latter case, since the door becoming unlocked is what causes the ability to trigger, effects that cause abilities that trigger when a permanent enters to trigger an additional time (such as that of Panharmonicon) won't apply.

  • 2024-09-20

    If a Room enters from any zone other than the stack, it will enter with both halves locked.

  • 2024-09-20

    Cards that would be put into your graveyard on the turn Forgotten Cellar's ability resolves are exiled even if you didn't play them this turn.

  • 2024-09-20

    If a spell or ability would create a copy of a Room spell on the stack, the copy retains the choice of which door was cast but also retains the full characteristics of the spell. The characteristics of the door that wasn't cast are still ignored while the copy is on the stack, and when the copy resolves, the token it becomes will enter with the appropriate door unlocked.

  • 2024-09-20

    Room cards have two card faces with a shared type line on a single card. The characteristics of the door you didn't cast are ignored while the spell is on the stack.

  • 2024-09-20

    If an effect allows you to cast a spell with certain characteristics, consider only the characteristics of the door you're casting. For example, if an effect allows you to cast a permanent spell with mana value 3 or less from among cards in your graveyard, you could cast Bottomless Pool this way, but not Locker Room.

  • 2024-09-20

    Walk-In Closet's ability doesn't change the times when you can play those land cards. You can still play only one land per turn, and only during your main phase when you have priority and the stack is empty.

  • 2024-09-20

    Each Room card has two names. If an effect instructs you to choose a card name, you may choose one of those names, but not both.

  • 2024-09-20

    If neither door of a Room is unlocked, it's a Room enchantment with no name and no abilities.

Rulings are Wizards of the Coast's own, mirrored from Scryfall and refreshed nightly.

In the 99

Every deck whose current list includes Walk-In Closet // Forgotten Cellar, whatever its commander.

Decks running it 1
Games played 1
Win rate Fewer than 5 completed games — not enough to publish a rate yet.
Confirmed on board 0 Games where a board photo caught it actually in play.

Most played under

Commander Decks Games Win rate
Marina Vendrell 1 1

Colors it shows up in

  • Five-Color 1 deck

Every version of Walk-In Closet // Forgotten Cellar

4 printings, newest first. Prices are the market figures Scryfall publishes, refreshed nightly — a printing with no figure shows a dash rather than a zero, because Scryfall genuinely publishes none for some of them.

Prices from Scryfall, which tracks the TCGplayer and Cardmarket markets. They move daily and are a guide rather than a quote. Search TCGplayer for Walk-In Closet // Forgotten Cellar — a name search across every version, for the printings TCGplayer publishes no direct link to.

Aggregated from Commander games tracked in TurnZero HQ. Every figure counts decks and games only — no individual deck list, player or playgroup is identified. Win rates are withheld below 5 completed games, where the sample is too small to mean anything.