Banishing Light
The line of white catch-all removal runs through this card's exact frame: an enchantment that exiles any nonland permanent an opponent controls and gives it back if the enchantment dies. Oblivion Ring did it first and got tripped up by a clumsy two-trigger templating that allowed odd interactions; this version cleaned that up by binding the exile to the enchantment's own departure, so removing the enchantment is the only way the permanent returns. The result is white's most reliable color-pie answer to the threats it cannot otherwise touch: planeswalkers, problem artifacts, opposing enchantments, the resolved creature that dodged a sorcery. The cost of that breadth is the same one every Oblivion Ring descendant pays. It is not destruction; it is a holding pattern. Enchantment removal, disenchant effects, even a well-timed bounce on the Banishing Light itself hands the exiled permanent back to its owner, often at a worse moment than when it left. That return clause is the design discipline that keeps a three-mana unconditional answer from being strictly oppressive: you have removed the problem, but you are also now carrying it, and an opponent who can crack the enchantment gets a two-for-one swing. It exiles rather than destroys, which sidesteps regeneration and death triggers, but the temporary nature means it works best against permanents that do their damage on a timeline, not against engines that only need a single window to fire.

















