Banishing Light

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Legality

Format Legality
1v1 Commander Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pioneer Legal
Quest Magic Legal
Tiny Leaders Legal
Vintage Legal

Banishing Light

Enchantment

When this enters the battlefield, exile target nonland permanent an opponent controls until this leaves the battlefield. (That permanent returns under its owner's control.)

Gidgetimer on Modal Cards and Duration Effects

1 month ago

It works the way arena did it for the reasons that you identified.

When a spell or ability resolves that object's controller follows the instructions on the card in the order they are written. Exile effects with durations end immediately when the stated duration expires, returning the cards to the battlefield doesn't use the stack. When Farewell resolves, assuming all modes have been chosen, you will exile all artifacts, then you will exile all creatures, then all enchantments, and finally all graveyards. When Portable Hole gets exiled, Cauldron Familiar will be returned immediately and will be exiled with the rest of the creatures. If Cauldron Familiar had been exiled with Banishing Light it would survive. This is because enchantments are exiled after creatures.

Gidgetimer on Rules question: Blinking Abdel Adrian, …

1 month ago

Abdel Adrian, Gorion's Ward has a trigger with a duration like Banishing Light and Banisher Priest, not an ETB and a LTB like Oblivion Ring and Fiend Hunter. The effect ends and the permanents are returned as soon as Abdel Adrian, Gorion's Ward leaves the battlefield. This is not a trigger and doesn't use the stack. The exiled permanents will be returned before Abdel Adrian, Gorion's Ward re-enters the battlefield and can be targeted with the new ETB to be exiled again if you wish.

(Also, for reference the site contains a rules Q&A where you can ask rules questions that is frequented by many extremely knowledgeable users. Some of which may not necessarily see a post in a format forum.)

BruhYouFarted on Card creation challenge

4 months ago

Aggressive Taxing / 3W

Enchantment (Common)

When ~ enters the battlefield, exile target land until ~ leaves the battlefield.

/

Pauper man here, and white is lacking in sideboard tech for Tron, at least not from what I've seen.. A Banishing Light for lands sounds like a thing that white could do, so why not?

Make a fair card with Gravestorm, as seen on Bitter Ordeal.

mrweaselman on America Control

6 months ago

Chandra Ablaze does not seem very good in this deck, I can't see a time you really want to use her +1 and her -2 is pretty situational for control. Neither is really worth the cost either. Chandra, the Firebrand is alright, but I think that there are better planeswalker options. Chandra, Torch of Defiance is probably the best Chandra, although she's a bit more expensive. Ajani Vengeant is another pretty solid option.

Detention Sphere is better than Banishing Light in your colors. Mana Leak is probably better than Negate. You can always sideboard swap them if you have the space too.

Fire / Ice can replace Lightning Bolt if you find yourself light on card draw. You'll want to replace Drawn from Dreams with instant draw. A couple options are Precognitive Perception, Sphinx's Revelation, Chemister's Insight, or Thassa's Intervention.

Going over the land base, you may be able to go down 1-2 and replace them with draw, your high end is only 4-5 mana. Take out basics for 4 Mystic Monastery, 3 Battlefield Forge, and 2 either Celestial Colonnade or Wandering Fumarole. I'm not completely sure what your colored distribution is, so those numbers may not be optimal.

If you run any of the artifact bridges like Razortide Bridge you can also run Cleansing Wildfire, which may not be competitive, but is pretty spicy.

squatter-wiper on Indestructible Voice of the Blessed any% Speedrun

7 months ago

Huge thanks, zapyourtumor. I wasn't aware of Fountain of Renewal; that's a much better play.

I see what you mean about Starfield Mystic and Staff of the Sun Magus too. I added Ajani's Pridemate, as well as 2x Leonin Arbiter to replace Banishing Light which offers a good amount of control, and leaves the removal to (a now more efficient) Path to Exile. The reason I still have 2x Staff of the Sun Magus is that the lifegain can really pop off once it's on the board.

Now that there's no longer 14 enchantments, I wonder if I should swap out Idyllic Tutor too...

Necramus on Hand of Sythis

9 months ago

xram666 thanks for the suggestions!

So, hear me out here; I don't run O-ring because I don't run any flicker effects. I have some identical removal enchants in the sideboard, but haven't found myself needing more removal, atm. I don't have a particularly good reason why I've selected the other two over Oblivion Ring, except the Banishing Light is foil. Lol. Sheltered Aerie - this effect I have in spades in my Arena Historic Brawl version of this deck. It's a pretty cool effect to have, but I'd cut them all day long for a 2 cost rock that produces both/either colors. The luxury of ramping on t2 is just too nice! Sphere of Safety I actually just cut. So, there's a high density of low-cost enchants specifically so that you can churn through the deck with any one of the enchantresses in the deck. Because of this, I'd rather be able to play 3-4 enchants a turn than a couple of fat ones. When I originally built the deck I had a lot of higher cost enchants in the build like Sphere of Safety, Elspeth Conquers Death, Phyrexian Unlife / Solemnity - cards and combos that took way more investment and it just didn't feel as smooth. I had originally run Ghostly Prison, as well, but found the effect to only be handy when I was already behind. On an average board, I didn't find myself missing that Prison style effect.

I'm glad you enjoyed the deck, though! I really appreciate the input!!

KBK7101 on Need a Teacher to help …

9 months ago

I'd recommend looking into the mechanics that work well with both and then comparing them and seeing which one seems more interesting to you.

Vega synergizes really well with mechanics like Jump-Start, Aftermath, Flashback and any Future Sight effects. Vega would veer more into the control side of things, I'd imagine.

Ranar synergizes really well with any exile effects such as removal like Swords to Plowshares, Banishing Light etc, any blink effects like Conjurer's Closet or Thassa, Deep-Dwelling and any token cards like Anointed Procession. Most flying-tribal cards are also really good, like Magus of the Moat and Jubilant Skybonder etc. Ranar would be a bit more aggressive than Vega due to his token production.

I don't think Learn works with either one because the Lesson you grab gets added to your hand and not cast. "From outside the game" effects also don't really work in Commander (but we're assuming your playgroup is cool with it, so it's fine?).

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