Angelic Edict
Five mana to exile a creature or enchantment is the most basic possible expression of white's clean-removal pitch: no regeneration, no death trigger, no graveyard recursion, just the permanent gone from the game. Exile is white's strongest removal verb, the answer that beats indestructible and leaves nothing behind to recur, and the rate here sits high precisely because that verb is hard to fault. Pay enough mana and white asks no further questions: no flying-or-attacking clause, no upper toughness limit, no demand that the thing not be your own. The flexibility to hit enchantments in the same spell is the other half of what the cost buys, since white has long lacked a cheap, unconditional enchantment answer that a single mode like this folds in. The cards that strip those riders away, Swords to Plowshares and Path to Exile, buy their discount with conditions: a lifegain gift, a land handed to the opponent. This one buys nothing back and charges full freight for the privilege, which is exactly the tradeoff that places it where it sits: unconditional exile that asks for patience instead of a clause. The sorcery timing is the real cost. It cannot answer a threat the moment it lands, and because it can only be cast on your own main phase, a well-timed opponent can sacrifice, animate, or otherwise cash in the target before you ever get the window to point this at it.




