Suspension Field
The toughness clause is the whole balancing act, and it cuts the opposite way from how white removal usually picks its targets. Most conditional white removal cares about power: it wants to stop the thing that hits hard. This one ignores attack output entirely and keys on durability, which means it answers the resilient midrange threats and the fatties while leaving the swarm of small aggressive bodies untouched. A 4/1 walks right past it; a 0/4 wall gets exiled clean. That inversion is deliberate: it slots the effect into the slower, grindier side of white rather than the aggressive side, and it pairs the restriction with the soft, temporary nature of the answer. Because the exile lasts only while the enchantment stays put, this is removal you can have stripped off with any disenchant effect, returning the creature intact and any enters-the-battlefield value with it. The enchantment shell is the tradeoff for the rate: two mana to neutralize a large creature is cheap, but you pay in a permanent that sits on the board as a target rather than a spell that resolves and is gone. It is the same temporary-banishment idea white had been refining since Oblivion Ring, narrowed to a single creature and gated behind a toughness check, trading flexibility and permanence for a sharper, cheaper hit against exactly the threats that outlast burn and combat.


