Banishing Light

Legality

Format Legality
Tiny Leaders Legal
Vintage Legal
Penny Dreadful Legal
Pioneer Legal
Commander / EDH Legal
Noble Legal
Hero Legal
Magic Duels Legal
1v1 Commander Legal
Canadian Highlander Legal
MTGO Legal
Vanguard Legal
Leviathan Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Heirloom Legal
Modern Legal
Legacy Legal
Archenemy Legal
Casual Legal
Oathbreaker Legal

Printings View all

Set Rarity
Commander Anthology 2018 (CM2) Uncommon
Commander 2015 (C15) Uncommon
Journey into Nyx (JOU) Uncommon
Promo Set (000) Uncommon

Combos Browse all

Banishing Light

Enchantment

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

willschmidt18 on The Ounce Sized Murderers

3 days ago

I would get rid of some of the enchantments that have you sacrifice creatures to draw a card, destroy something, or what have you and replace it with cards like Greed , Mentor of the Meek , and Kindred Discovery , if it is in your budget, to increase card draw without losing creatures. I also think Anointed Procession . I also feel like Banishing Light and Oblivion Ring could be replaced with Grasp of Fate and Detention Sphere .

Maybe Generous Gift , Arcane Denial , and Negate could be used to help increase interaction with the opponent. Other removal options that trigger your commander is Imprisoned in the Moon Some ramp options could be Burnished Hart , Starfield Mystic , the Talisman's in your Esper, and recursion could be a Sun Titan package. Also perhaps some enchantments that protect your commander with indestructible or something to help her stick around a little longer. Just some suggestions. Great Deck! Looks like a lot of fun to pilot

Argy on Pioneer Enchantress (SPICY! MUST CLICK)

3 days ago

I tested this against a Burn deck, as I thought that would be the most challenging for it.

I think 21 lands is too few. I know you have Enchantments that let you get two for the price of one, but these don't hit the field until Turn 3.

Many times I was waiting for one more land to drop, and getting a good opening hand without having to Mulligan was impossible.

Super Aggro decks go with 21 lands. This is a mid to late range deck, as its core mechanic takes time to build up. I would run 23 lands at least, but if this were my deck I would run 24.

If Nyx-Fleece Ram doesn't hit the field by Turn 2, this has no early game.

A bunch of 2/2s (that you don't really want to chump block with) can't hold off 2/3s for very long.

In a Burn deck the problem becomes worse, as spells that can kill a Creature by spending one are plentiful.

That's if you can even cast any Creatures by Turn 2, once again lack of land means you often can't.

Something like Sylvan Advocate may help to stall a little, and gets a boost later in the game.

In StuBi's deck we found that Ixalan's Binding gave better value than Banishing Light

Yes, it comes down one turn later, but the effect of preventing the Opponent from casting the same spell again is more than worth it.

I would run Fumigate instead of Doomwake Giant The life gain might keep you in the game a bit longer, and you will hit more stuff.

This would have been especially good against Burn, as few of your Creatures stayed on the field.

The other thing you could consider is adding some Valorous Stance and/or Titanic Growth in either your Main or Sideboard.

That would save some of your Creatures, give the opportunity to get rid of big Opponent threats, and also pump for lethal.

Declaration in Stone is also good. You'll have to play around to see what works the best.

As far as which cards you might cut - you have way too many 4 ofs. I see this in a lot of decks. Although it might seem to make a deck more consistent, it actually has the opposite effect. Due to all cards wanting prime place at the table, none of them have it.

In my opinion, these could be cut back to 3:

3x Herald of the Pantheon
3x Starfield Mystic
3x Gift of Paradise
3x Verdant Haven
3x Eidolon of Blossoms

Remove Sphere of Safety for Authority of the Consuls You want that effect earlier, rather than later.

That's my take on things. Be aware that sometimes decks play differently on paper than in the TappedOut playtester.

This is particularly pertinent for lands, which often show up with more regularity.

Hope that helps.

MrBoombastic on White Pioneer Removal?

1 week ago

I think kengiczar might've missed that your deck is mono-white ^^ Don't play Citywide Bust though, it's a horrible card(!) unless your local meta only consists of Gruul and Mono-green aggro. And even then there are probably better options.

If you're making a low-to-the-ground aggro deck, Declaration in Stone is good. It's completely unconditional compared to cards like Seal Away , Glass Casket and Baffling End and it doesn't leave an enchantment on board, that can be targeted by Abrupt Decay , Vraska, Golgari Queen etc. It gives your opp a clue, but you should be beating them before that becomes relevant.

Banishing Light is the cheapest catch-all in white, but against G/B/x decks it has the same "3 cmc or less" problem as the ones mentioned above.

Conclave Tribunal is another Banishing effect that gets better the wider your deck goes.

Argy on Ajani's Gang (Pioneer Mono-White Lifegain)

1 month ago

I think a couple of copies of Felidar Sovereign might be useful to have in the Mainboard.

I don't know why everyone is being so cagey about their Sideboards, we already know what some of the best cards are for each colour.

Here are some you might consider:

Hope that helps. I am still testing against this deck, and might have more suggestions later.

Azeworai on Enchante, Mademoiselle.

1 month ago

Ah, yes! Enchantment strategies are far too enjoyable, so an excellent choice in deck! I do have some recommendations for this beauty.

Soul Snare can be a bit restrictive on what it can remove, so Kenrith's Transformation can shut down a commander for some time, and replaces itself. Journey to Nowhere , Banishing Light , and Oblivion Ring can be of aid, as well.

Shielded by Faith will defend crucial creatures and swap onto the commander when it's time.

And Worship keeps you in the game when you shouldn't be.

Kruphix's Insight and Commune with the Gods are terribly efficient draw spells to keep a deck churning. For auras, Sram, Senior Edificer , Umbra Mystic , and Kor Spiritdancer are fantastic, and Open the Armory can fetch some. Nevermore is also great for locking out commanders, or other cards if you'd like.

'Tis everything of note, my liege.

Lanzo493 on Bragoing, Going, Gone

1 month ago

Adding on to the whole Parallax Tide discussion, when you go infinite with Strionic Resonator the exiled targets remain permanently exiled. If you use the stack to right, you can permanently exile your target. With any card that has an exile effect that is separated from the returning-to-play effect ( Angel of Serenity but not Banishing Light ), then while the exile effect is on the stack, you use strionic resonator to copy Brago's ability. Your card will leave play and trigger its return-to-play effect before the original exile ability even resolves. That means it will never return once its been exiled. That's why Parallax Tide , Parallax Wave , and Angel of Serenity are so powerful.

Cloudform and Lightform are great value engines. Scroll of Fate is just as good. Free cast anything from your hand? Sign me up! Not to mention, you get to use it twice a turn. They are also wincons for when you go infinite with strionic resonator.

Cyb3rguerrill0 on Sliver Hivemind

2 months ago

May I suggest the following?: Counterspell Negate Swan Song Delay as for the counters. They're just a must have in a blue controllish scenario when you want to avoid any trouble until you have your commander out. But they're also useful in the later stages of the game when you want to "nope" the key/finisher cards of your opponent(s). Blue is also known for it's draw power: Mystic Remora (the more affordable) and Rhystic Study both really shine in MP sessions.

White has also some nice control enchantments like: Oblivion Ring

, Banishing Light , Hieromancer's Cage , Stasis Snare or Suspension Field . I suggest to add one or two, to exile the biggest threat IF necessary (I'm looking at you generic Eldrazi with anihilator 4) You have 38 creatures in the deck. With Patriarch's Bidding you already have an excellent ressurection option IF ever needed (with this creature stock) so maybe taking out Lifeline and adding some ramp like Arcane Signet , Fellwar Stone , Coalition Relic or even Herald's Horn to reduce the mana cost of your slivers. Aggro decks (naturally) tend to attract more attention on the table. You also want to protect yourself from massive board-wipes with maybe Teferi's Protection , Boros Charm or Heroic Intervention . But use them yourself Planar Cleansing , Phyrexian Rebirth or Merciless Eviction should be some nice sideboard add's when facing maybe goblin's or vampires (also very aggro tribes) I'd rather run (target) permanent removals: Assassin's Trophy , Generous Gift , Beast Within than tutors (but this is a very personal choice) because your commander already is tutoring up all the other needs. Maybe add one more land tutor. Skyshroud Claim for example. first sliver could cascade you a massive amount of creatures in just one big scoop. A must have. Also maybe reduce the amount of the +/+ Slivers to get some room for the more necessary ramp and control you need to stabilize your game. I hope this helps to stabilize your gameplan. HF

Load more

Banishing Light occurrence in decks from the last year

Commander / EDH:

All decks: 0.03%

White: 0.26%