Banishment
Flash is the entire argument here. Most exile-until-it-leaves effects in white are global enchantments or ETB triggers on creatures, and they answer one permanent at a time. This one gets to sit up during an opponent's turn and pull the trigger on the stack, which matters when the thing you want gone is a fresh attacker or a token maker that just cracked open. The doubling clause is the quieter piece of design: exiling every nonland permanent your opponents control that shares a name catches not just the copy you targeted but every duplicate across the table, so it lands hardest against token swarms, cloned artifacts, and mirrored ramp pieces where a single name is spread across multiple bodies. The tradeoff is that the exile is a lease, not a sale. Kill the enchantment and everything comes back, which turns Banishment into a temporary answer that any disenchant effect can unwind, and gives it an unusual downside: bounce it yourself and you willingly hand the pile back. That fragility is the price for the flash and the multi-target reach. It reads like a fair-magic tool for multi-opponent boards, where flashing in to strip a board state at instant speed buys a turn without permanently removing a threat, and where the shared-name clause rewards you for reading which player overcommitted to redundancy.
