Hieromancer's Cage
White's answer to the problem removal in its color has always struggled with: how do you deal with a creature and a planeswalker and an artifact and a noncreature enchantment without printing four different cards? The fix here is to stop caring what the threat is and exile any nonland permanent an opponent controls, holding it in limbo for as long as the enchantment survives. That breadth is paid for in two ways. The exile is conditional, not permanent, so any answer to the Cage itself (disenchant effects, sacrifice triggers, bounce) returns the prisoner to play, often at an awkward moment; and the four-mana sorcery-speed enter trigger means it cannot interrupt an attack or ambush a combat trick the way an instant would. It belongs to white's long tradition of catch-all jailers, the family that runs from Oblivion Ring through Banishing Light and Detention Sphere, each iteration tuning the exile clause and the recursion vulnerability. What sets this version apart from its cousins is not the target (most of the family hits any nonland permanent the same way) but the price of admission: no board presence, no upside rider, no life gain, just the answer at the honest middle of the curve rather than the discounted premium those others enjoy. It is white doing what white does, trading flexibility against permanence and accepting that the enemy gets their toy back if they can crack the box.
