Chains of Custody
Two removal-adjacent effects stapled onto one Aura, aimed in opposite directions. The enter trigger reads like a white Banishing Light, exiling any nonland permanent an opponent controls, but the exile is tethered to a creature you already control rather than to a standalone enchantment. That reallocation is the whole design. Conventional exile Auras and Oblivion Ring effects sit on their own permanent, so an opponent breaks the lock by killing the enchantment. Here the lock lives on a body, and that body carries ward , meaning removal pointed at the creature has to pay a tax first or get countered outright. It braids offense and protection: the creature holding your opponent's threat in exile is the same object your opponent must now spend a taxed removal spell to answer, so cracking the prison forces them through the ward. The obvious fragility is real and deliberate: destroy the Aura or kill the enchanted creature and the exiled permanent comes home, so you are betting a two-mana ward and your own board presence against their answers. That gamble is what keeps a Banishing Light effect from being strictly better on a stick. The reward is tempo when it holds, a temporarily smaller opposing board defended by a creature that is harder to point removal at, with the whole exchange unwinding the moment that creature dies.


