|Commander / EDH||Legal|
Printings View all
|Commander Anthology 2018 (CM2)||Uncommon|
|Commander 2015 (C15)||Uncommon|
|Journey into Nyx (JOU)||Uncommon|
|Promo Set (000)||Uncommon|
Combos Browse all
When Banishing Light enters the battlefield, exile target nonland permanent an opponent controls until Banishing Light leaves the battlefield. (That permanent returns under its owner's control.)
Banishing Light Discussion
2 weeks ago
3 weeks ago
Upvote from me!
1 month ago
This looks to be a really fun deck, and at a great price point too! I might recommend sticking in a Windbrisk Heights too, as it would be super easy to cast its Hideaway card with all the creatures you're pumping out. Also may want to think about Oblivion Ring or Banishing Light just because while you have plenty of removal, most of it is destroy effects that won't be able to shut down anything with Indestructible.
1 month ago
for aggro I think Invisible Stalker could be a good choice of creature to enchant
Remand is really good to keep the tempo and protect against big stuff
Stubborn Denial is incredible in this deck
Geist of Saint Traft is a monster but cost 3 mana
Unstable Mutation if you want to be REALLY fast take this card
Gryff's Boon make the late game more fair
Path to Exile play 4 it's so freaking good
Stony Silence against tron afinity hardened scaled and artifact deck
Leyline of Sanctity against burn,storm,jund and black deck with discard
Rest in Peace against dredge, control, jund, storm and graveyard deck
card to cut
Bruna, Light of Alabaster incredibly slow card
Banishing Light is 3 cmc which is a lot in a agro deck (we dont want to trade 1 for 1)
Gift of Immortality is slow and pretty much useless because it doesnt bring back the counter or the aura
Grand Abolisher should be in the sideboard for control matchup
Open the Armory I love this card but it's sadly too slow for modern
1 month ago
You probably want Doomed Traveler in this deck, Tithe Taker could also potentially be a good fit, as could Raise the Alarm . Cast Out costs too much; Journey to Nowhere / Banishing Light / Banisher Priest and others all exist, most of the time it will just end up drawing you a card.
Token based decks often feature Intangible Virtue , but your plan is more like a deck looking to stall and disrupt your opponent until you can resolve Divine Visitation. The issue here is that 4+ mana is a lot in modern, Anointed Procession is a similar card to Divine Visitation and suffers the same issue. If you play these cards on the curve, so turn 4 or 5, they have no impact on the board that turn. You have spent a lot of mana for no immediate effect, this isn't a good thing.
To let you survive long enough to trigger Divine Visitation, you probably need access to Fog effects like Holy Day / Ethereal Haze . Modern can be very fast, if your win condition is 5 mana then you better either have ramp or a way to stall the board. You can stall a little with removal and Mana Tithe alongside creatures like Hunted Witness, but I'm not sure if that will be enough. The only way to know for sure is to play the deck, so I guess I'll wish you luck and I hope the above is helpful to you.
1 month ago
Personally I always like to have a way to protect my strategy against interaction. How much is purely based on who you play with but having options like Heroic Intervention , Selfless Spirit , and Teferi's Protection can put you ahead when people wrath. Finding effects like this for all permanents especially enchantments would be ideal but these are some of the first ones I found. I am about to just lay out some potential additions that if you feel you like them feel free to swap cards you are finding to not work out for. There are quite a few suggestions so I would just go by category. Generally a good way to cut cards would be to ask yourself if a card is over 5 mana is it doing something that good or worth it and if it is over 7 is it winning you the game. Some of the card recommendations are just improved cards of what you already have that are a little less narrow. Hope this helps at least some and sorry for the long comment. I would personally make these changes to make it a little more streamlined:
Remove some of these cards: 1x Krond the Dawn-Clad, 1x Enchantress's Presence, 1x Dictate of Heliod, 1x Spidersilk Armor, 1x Journey to Nowhere, 1x Pacifism, 1x Seal Away, 1x Bow of Nylea, 1x Mine Excavation, 1x Approach of the second sun
Removal (personally I don't like removal that is situational even if it is an enchantment like seal away and pacifism sometimes doesn't hit what you need to remove. Adding cards like Banishing Light allows you to target anything you want including planeswalkers.): Swords to Plowshares , Cast Out , Banishing Light , Grasp of Fate , Aura of Silence , Archon of Valor's Reach , Karmic Justice , Conclave Tribunal , Darksteel Mutation
Cards advantage and recursion:: Growing Rites of Itlimoc Flip (seems okay), Beast Whisperer , Vizier of the Menagerie , Krosan Grip , Beast Within , Panharmonicon , Sun Titan , Eternal Witness , Open the Vaults
2 months ago
"I was just using artifact hate as an example. In general creature removal is the most common type of removal in the format,"
Any sane person has to agree with that...
"so it generally means your hate is more vulnerable like apple is saying"
But not with the conclusion.
As of now the wast majority of removal played in the format is very conditional.
Beside Path to Exile & Assassin's Trophy, there are close to no cards that can hit any creature. In the context of my deck, cards like Lightning Bolt, Fatal Push, Abrade, Dismember, even Lightning Axe accomplish very little - against my finisher creatures. Stuff like the "non-legendary" clause on Cast Down is very relevant!
The counter hate, that comes in game 2 and 3 against artifacts and enchantments is MUCH less conditional. Just take a look at Ancient Grudge, or Nature's Claim
How many removal spells are played... Show
Lightning Bolt 128.1
Path to Exile 82.96 <<==
Fatal Push 39.25
Assassin's Trophy 21.9 <<==
Fiery Temper 16.5
Searing Blaze 16.34
Kolaghan's Command 14.72
Gut Shot 13.26
As a lazy fuck i will only list the most common sorceries that i need to care about:
Supreme Verdict 6.72
Maelstrom Pulse 5.28
All Is Dust 1.69
(the rest is below 1.0)
Oblivion Stone 22.05
Spine of Ish Sah 2 (...who where those 2% who run this as a 1 of in their sideboard?^^)
Detention Sphere 6.11
Banishing Light 0.2
Hive Mind 0.2
UWx control (due to Cryptic Command) & tron (colorless obviously) being the main exceptions.
3 months ago
There's something you would probably be delighted to learn about the Strionic Resonator combo. Cards like Angel of Serenity and Oblivion Ring have great synergy because they have an ETB effect and a LTB effect. It's important to note that the enter and leave the battlefield effects are separate. Let's say you're comboing off with strionic resonator. Your O-Ring enters play and activates. Then you activate your strionic resonator to flicker everything again on the stack. Then O-Ring's leave the battlefield effect triggers, resolves, but nothing is returned because nothing has been exiled. Then the ETB effect exiles its target PERMANENTLY. It no longer has any way to return because that effect already triggered. Strionic Resonator turns every card with ETB and LTB exile and return effects into permanent exile effects. This doesn't work with cards like Banishing Light, just cards like Fiend Hunter.
Banishing Light occurrence in decks from the last year
Commander / EDH:
All decks: 0.03%