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"Find me cards equivalent to: Banishing Light"

Cards equivalent to Banishing Light in white, with the same attributes:

  • Oblivion Ring
  • Glass Casket (creature only)
  • Seal Away (creature only, with flash)
  • Journey to Nowhere (creature only)
  • Faith's Fetters (exiles but also adds other effects)

All of these are white enchantments that exile (usually) a nonland permanent until they leave the battlefield, like Banishing Light.

Found Cards

6 Results

Banishing Light

Faith's Fetters

Glass Casket

Journey to Nowhere

Oblivion Ring

Seal Away

Banishing Light #161 Enchantment

Info

Color:
Identifies:
Cost:
Rarity: Uncommon
Converted Cost: 3
Power/Toughness: /
Types:
  • Enchantment
  • SubTypes:
    Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Rules

  • Auras attached to the exiled permanent will be put into their owners’ graveyards. Any Equipment will become unattached and remain on the battlefield. Any counters on the exiled permanent will cease to exist. When the card returns to the battlefield, it will be a new object with no connection to the card that was exiled.
  • If Banishing Light leaves the battlefield before its triggered ability resolves, the target permanent won’t be exiled.
  • If a token is exiled this way, it will cease to exist and won’t return to the battlefield.
  • If an Aura is exiled this way, its owner chooses what it will enchant as it returns to the battlefield. An Aura put onto the battlefield this way doesn’t target anything (so it could be attached to a permanent an opponent controls with hexproof, for example), but the Aura’s enchant ability restricts what it can be attached to. If the Aura can’t legally be attached to anything, it remains in exile for the rest of the game.
  • Prices

    Seller Price
    Manapool 0.73 USD
    Cardmarket 0.29 EUR

    Legalities

    Alchemy Brawl Commander Duel Future Gladiator Historic Legacy Modern Oathbreaker Oldschool Pauper Paupercommander Penny Pioneer Predh Premodern Standard Standardbrawl Timeless Vintage

    Text

    When this enchantment enters, exile target nonland permanent an opponent controls until this enchantment leaves the battlefield.

    Faith's Fetters #A7 Enchantment — Aura

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Uncommon
    Converted Cost: 4
    Power/Toughness: /
    Types:
  • Enchantment
  • SubTypes:
  • Aura
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Abilities/Keywords

    Enchant

    Rules

  • Activated abilities contain a colon. They're generally written "[Cost]: [Effect]." Some keywords (such as equip) are activated abilities and will have colons in their reminder text. Loyalty abilities of planeswalkers are activated abilities.
  • Faith's Fetters doesn't stop static abilities, triggered abilities, or mana abilities from working. A mana ability is an ability that produces mana, not an ability that costs mana.
  • If the target permanent is an illegal target by the time Faith's Fetters tries to resolve, it doesn't resolve. It won't enter the battlefield, so its enters-the-battlefield ability won't trigger.
  • Prices

    Seller Price

    Legalities

    Alchemy Brawl Commander Duel Future Gladiator Historic Legacy Modern Oathbreaker Oldschool Pauper Paupercommander Penny Pioneer Predh Premodern Standard Standardbrawl Timeless Vintage

    Text

    Enchant permanent When this Aura enters, you gain 4 life. Enchanted permanent can't attack or block, and its activated abilities can't be activated unless they're mana abilities.

    Glass Casket #393 Artifact

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Uncommon
    Converted Cost: 2
    Power/Toughness: /
    Types:
  • Artifact
  • SubTypes:
    Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Rules

  • Auras attached to the exiled creature will be put into their owners' graveyards. Any Equipment will become unattached and remain on the battlefield. Any counters on the exiled creature will cease to exist. When the card returns to the battlefield, it will be a new object with no connection to the card that was exiled.
  • If Glass Casket leaves the battlefield before its triggered ability resolves, the target creature won't be exiled.
  • If a token is exiled this way, it will cease to exist and won't return to the battlefield.
  • Auras attached to the exiled creature will be put into their owners' graveyards. Any Equipment will become unattached and remain on the battlefield. Any counters on the exiled creature will cease to exist. When the card returns to the battlefield, it will be a new object with no connection to the card that was exiled.
  • If Glass Casket leaves the battlefield before its triggered ability resolves, the target creature won't be exiled.
  • If a token is exiled this way, it will cease to exist and won't return to the battlefield.
  • Prices

    Seller Price
    Cardkingdom 0.35 USD / 0.49 USD
    Cardmarket / 0.36 EUR 0.24 EUR
    Manapool 0.15 USD / 0.15 USD
    Tcgplayer / 0.52 USD 0.33 USD

    Legalities

    Alchemy Brawl Commander Duel Future Gladiator Historic Legacy Modern Oathbreaker Oldschool Pauper Paupercommander Penny Pioneer Predh Premodern Standard Standardbrawl Timeless Vintage

    Text

    When this artifact enters, exile target creature an opponent controls with mana value 3 or less until this artifact leaves the battlefield.

    Journey to Nowhere #3 Enchantment

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Uncommon
    Converted Cost: 2
    Power/Toughness: /
    Types:
  • Enchantment
  • SubTypes:
    Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Rules

  • If Journey to Nowhere leaves the battlefield before its first ability has resolved, its second ability will trigger and do nothing. Then its first ability will resolve and exile the targeted creature forever.
  • Prices

    Seller Price
    Cardkingdom / 0.79 USD 0.79 USD
    Tcgplayer 0.26 USD / 0.29 USD
    Cardmarket 0.34 EUR / 0.4 EUR
    Manapool / 0.15 USD 0.15 USD

    Legalities

    Alchemy Brawl Commander Duel Future Gladiator Historic Legacy Modern Oathbreaker Oldschool Pauper Paupercommander Penny Pioneer Predh Premodern Standard Standardbrawl Timeless Vintage

    Text

    When this enchantment enters, exile target creature. When this enchantment leaves the battlefield, return the exiled card to the battlefield under its owner's control.

    Oblivion Ring #B8 Enchantment

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Common
    Converted Cost: 3
    Power/Toughness: /
    Types:
  • Enchantment
  • SubTypes:
    Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Rules

  • If Oblivion Ring leaves the battlefield before its first ability has resolved, its second ability will trigger and do nothing. Then its first ability will resolve and exile the targeted nonland permanent forever.
  • If there are no nonland permanents on the battlefield other than an Oblivion Ring, and the card it exiled was another Oblivion Ring, casting a third Oblivion Ring will result in an involuntary infinite loop that will end the game in a draw (unless someone chooses to break it by putting another nonland permanent onto the battlefield or destroying one of the Oblivion Rings, for example).
  • If the exiled card is an Aura, that card’s owner chooses what it will enchant as it comes back onto the battlefield. An Aura put onto the battlefield this way doesn’t target anything, but the Aura’s enchant ability restricts what it can be attached to. If the Aura can’t legally be attached to anything, it remains exiled forever.
  • Auras attached to the exiled permanent will be put into their owners’ graveyards. Equipment attached to the exiled permanent will become unattached and remain on the battlefield. Any counters on the exiled permanent will cease to exist.
  • Prices

    Seller Price

    Legalities

    Alchemy Brawl Commander Duel Future Gladiator Historic Legacy Modern Oathbreaker Oldschool Pauper Paupercommander Penny Pioneer Predh Premodern Standard Standardbrawl Timeless Vintage

    Text

    When this enchantment enters, exile another target nonland permanent. When this enchantment leaves the battlefield, return the exiled card to the battlefield under its owner's control.

    Seal Away #31 Enchantment

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Uncommon
    Converted Cost: 2
    Power/Toughness: /
    Types:
  • Enchantment
  • SubTypes:
    Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Abilities/Keywords

    Flash

    Rules

  • Auras attached to the exiled creature will be put into their owners’ graveyards. Any Equipment will become unattached and remain on the battlefield. Any counters on the exiled creature will cease to exist. When the card returns to the battlefield, it will be a new object with no connection to the card that was exiled.
  • If Seal Away leaves the battlefield before its triggered ability resolves, the target creature won’t be exiled.
  • If a token is exiled this way, it will cease to exist and won’t return to the battlefield.
  • Prices

    Seller Price
    Tcgplayer 0.23 USD / 0.4 USD
    Cardmarket 0.18 EUR / 0.73 EUR
    Cardkingdom / 0.49 USD 0.35 USD
    Manapool / 0.4 USD 0.15 USD

    Legalities

    Alchemy Brawl Commander Duel Future Gladiator Historic Legacy Modern Oathbreaker Oldschool Pauper Paupercommander Penny Pioneer Predh Premodern Standard Standardbrawl Timeless Vintage

    Text

    Flash When this enchantment enters, exile target tapped creature an opponent controls until this enchantment leaves the battlefield.