Angel of Serenity
The hybrid of removal and resilience that most temporary-exile creatures never managed to be. Where a card like Banisher Priest exiles one body and gives it back when it dies, this fans the effect across three targets and reaches into graveyards at the same time: the entry trigger can clear a developed board and snatch a key recursion threat before it loops, all in one resolution. The catch is the symmetry between its two triggers. The exiled cards stay gone only while the 5/6 sticks around; when it leaves, a separate trigger hands everything back to its owners, often returning a board's worth of creatures to hand rather than the battlefield. That makes it a tempo bomb with a built-in detonator: the more you exile, the worse the swing when it dies, and the graveyard clause cuts both ways, since cards you exile from an opponent's yard get returned to their hand once the Angel falls. The right read is that this usually isn't permanent removal; you are buying time, and the bill comes due all at once. Seven mana for triple white is a real tax, and the body, while large and flying, is not the point; the trigger is. What you are paying for is the option to reset a game on entry and accept the risk that you are also arming the rebound.







