Banishing Light

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.)

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Legality

Format Legality
1v1 Commander Legal
Pre-release Legal
Historic Legal
Arena Legal
Highlander Legal
Custom Legal
Legacy Legal
Pioneer Legal
Commander / EDH Legal
Unformat Legal
Leviathan Legal
Brawl Legal
Casual Legal
Canadian Highlander Legal
Quest Magic RPG Legal
Gladiator Legal
Modern Legal
Vintage Legal
Duel Commander Legal
Limited Legal
Standard Legal
Tiny Leaders Legal
Block Constructed Legal
Quest Magic Legal
Oathbreaker Legal

Banishing Light occurrence in decks from the last year

Latest Decks as Commander

Banishing Light Discussion

GenericAperson on Mardu Knights Commander

3 weeks ago

Added Cavalier of Dawn to the deck in place of Banishing Light. Felt that a creature who destroys any target permanent that also happens to be a Knight was a much better catch all removal for opponent's game winning permanents than something that can be destroyed and let them get it back again. It can also be utility to recovering destroyed equipment if that ever comes up.

Apollo_Paladin on Sigarda's humans

1 month ago

Neat build, some really solid cards here! +1

One thing I see though is that you don't really have protection other than just Hexproofing everything. That can work well for some decks, but what do you do against global effects (especially boardwipe effects along the Wrath of God line which have been particularly popular with all the new variations of this spell that are out now).

I would also add in at least something like Selfless Saviors just in case an opponent finds a way around Hexproof (there's many). They're also useful in case you encounter Deathtouch, which can still be a wrench in your Hexproof plans.

Then, I'd probably also Sideboard some control options for Artifact/Enchantment destroy to help get around stuff like Ghostly Prison, Crawlspace, Ensnaring Bridge (plus many, many more) which can still pose a problem for you even if you're not actually having creatures die. Destroying a creature is only one of many options for dealing with the threat, I wouldn't count quite so hard on Hexproof being your savior each time to secure wins.

You might be able to work around this by switching Prison Realm for something like Banishing Light which can target all nonland permanents instead of one that can only hit Creatures/Planeswalkers. I'm not sure this would be enough as you've only got 3 copies & it's the only card which can do this in your deck - but I also don't know your usual playgroup or anything so perhaps there's a reason for some of this strategy too.

Hope some of this helps!

Mannu_1978 on Hush Titan

1 month ago

hello,

this is still the giant build, I have not tried it on arena, have you?

some thoughts:

you curve at 5 and the giant wrath is important in this strategy, so you do need 25 lands. You lack white a little so I'd put Emeria. 61 cards is still fine (I always do that)

Generally speaking and after quite a lot of games with my own kroxabringer, I think that we should split between DS lands and scrylands. 4/4 or 4/3. I think it should be the same for you.

Tectonic giant is strong and you have (too) many 3 slots, I would split and cut some Chargers, maybe 3/1

I still dont like call of the death dweller a lot, because you lack 1 drops, even if I guess the goal would be to bring back a single 3 drop giant, I don't feel like the value is huge. And it's another 3 drop. But I have not tested, so not sure. Still, I would add some removal or discard instead. +1 order of midnight, and one extra removal. Banishing Light to be polyvalent, maybe, or a cheaper one. Note that there are a lot of giants played in current meta, and if your Cast off is less good, I think that you'll notice.

I'd say that the sideboard may determine the mainboard too, so to know what's best, you should try and build one.

Mannu_1978 on Mardu Kroxabringer

1 month ago

Update, now that I have more cards. Back to gold 1 in that season too. I think it can beat almost anyone :) I met and won vs all the current metagame (9-2 tonight, I stopped there ^^ )

Banishing Light and Soul Shatter are the best replacers for Mortify and Bedevil. Polyvalence is a must have to stay around ... I miss those 2 a lot. The advantage of the new setup is that the cards are easier to cast. Which is good because...

... Lands are the weakness of the deck, finding the balance is hard. This is why I'm hesitating between angels and trolls.

crvo on Flashbang Control

1 month ago

I had Nylea, Keen-Eyed turn on today. My battlefield included 2x The First Iroan Games, Calix, Destiny's Hand, a Setessan Champion. Together with Nylea herself, that made 5. I got to attack for lethal when she powered on.

Also, I didn't see any copies of Containment Priest that game, but I played two Flicker of Fates through that game. One played as a combat trick where I blinked my The First Iroan Games to make an extra blocker and buff my Setessan Champion to block profitably, and the other to reset a Banishing Light after I drew a different piece of removal to take care of the card initially banished. I think I let out a Thunderous Snapper to be Giant Killered. I can't remember what I switched the Banishing Light to. But two good plays without Containment Priest...that was a nice surprise. Also notable that it was most useful blinking enchantments in that scenario.

Optimator on Giant's Deck

2 months ago

So other than the Giants themselves, the last two areas to look at are removal and utility. Depending on how much Brion tech you want to include, you are probably going to have to skimp on one of these two areas.

Removal is tricky in EDH. You don't want too little or too much. You're running White, so you can destroy anything you want--which is nice.

I would recommend two or three board wipes minimum and at least and five or six cards that can take care of artifacts and enchantments. Creature removal is great for aggro decks but the Threaten cards can take care of that for the most part.

You're running Blasphemous Act, which is one of the best wraths. I'd still recommend one or two more board wipes though. I like Mizzium Mortars a lot but it doesn't quite count.

I have Sublime Exhalation - Planar Outburst - Phyrexian Rebirth - Cleansing Nova - Planar Cleansing - Fumigate - Divine Reckoning - Rout

If you can find a Wrath of God or Day of Judgment, the one-mana difference is actually huge. Definitely add Cleansing Nova in my opinion. Sublime Exhalation is probably the next-best one.

Hallowed Burial and Descend upon the Sinful are neat due to not sending things to the graveyard and getting through Indestructible. I think I have some of the latter.

One tactic you can do is sandbag your big creatures and wait for your opponents to commit to the board, then wrath and start playing your giants. If you like the sound of that, run five wraths or something like that. It's only a few more mana to kill EVERY creature.

I know you have some Wear / Tears. I'd add one for sure.

I have a bunch of Crush Contrabands, which are great. I'd highly recommend it.

Things like Oblivion Ring and Banishing Light are fantastic on a budget. I think I have both.

Generous Gift is stellar. I don't have any but it's getting reprinted soon and may be cheap.

I have a Pyrohemia on hand. Might be interesting with all your huge giants. Maybe not though.

I have a Fight to the Death. Might be interesting. Same with my Response / Resurgence.

Titan's Revenge is giant-tribal-y. From Morningtide, and should be somewhat reliable for winning the Clash. More gimmicky than good though.

Swords to Plowshares and Path to Exile are the gold standards for creature removal though. No reason to not run them if you have them. Regrettable, I have none for trade. Path just got reprinted though for what it's worth. I have a boatload of all the budget replacements for them, like Oust, Condemn, Oblation, etc.

Something like Comet Storm might be an interesting include. It can function as removal or win the game outright out of nowhere. I have none on hand but it keeps getting reprinted.

There are tons and tons of removal cards out there.


I would cut Crush Underfoot unless you're married to the flavor. It's pretty bad. Any removal not already mentioned here I would cut. It's all pretty weak and you're gonna need the slots.

Rorolith on wr prison

2 months ago

Lightning Helix might be a good include. I would also suggest trying out Oppressive Rays and adding in something like Pacifism since you are playing a sort of control, I wouldn't be afraid to increase the mana by 1 for more benefit in this case. I would also take out Generous Gift and try out Banishing Light to see if it works better, because it doesn't give your opponent a 3/3.

Play around with it and see which version you like more :)

Lanzo493 on blue eqvialent of disenchant

2 months ago

You're fine, VampDemigod. Some people just aren't familiar with how you talk on Tappedout, is all. I was already prepared for a harsh remark, so I didn't get offended by it. I have little experience commenting in forums, so it was a good thing to point out that I should check the forum of what I'm commenting on.

I don't know standard too well, but the only things that haven't been mentioned for enchantment removal are Stern Dismissal into Negate. Since blue has counterspells, which are universally good at dealing with spells, they nerf blue's ability to handle permanents to balance it.

Concerning the Ashiok's Erasure trick, it's rather hard to pull off. You need a card that can bounce an enchantment you control back to your hand at instant speed, and I think Into the Roil is the only card that can do it. Here's how you can permanently exile any spell your opponent casts. First, they cast their spell. You play Ashiok's Erasure on the stack. When it enters, its first ability triggers to exile target spell (the opponent's spell). Before that trigger resolves, bounce Ashiok's Erasure back to your hand using Into the Roil. Then, it's leave the battlefield trigger will go on the stack. It will resolve first, returning nothing because it hasn't exiled anything yet. Then, it's enters the battlefield trigger will resolve, exiling your opponent's spell you targeted at the very beginning. It no longer has any way to return from exile. This type of loophole only works for cards that have two separate paragraphs of text with an "enters" and "leaves" the battlefield ability. This is why Oblivion Ring is different from Banishing Light. Lots of cards can be abused this way, and it's a trick I learned from commander.

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