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"Find me cards equivalent to: Ixalan's Binding"

Equivalent cards to Ixalan's Binding (White Enchantment, exiles and prevents spells with same name):

  • Banishing Light — Exiles a nonland permanent until it leaves battlefield, but does not prevent casting spells with same name.
  • Oblivion Ring — Same as above.
  • Journey to Nowhere — Exiles only creatures, does not prevent casting.
  • Seal Away — Exiles tapped creatures.
  • Grasp of Fate — Exiles nonland permanent from each opponent.

None fully duplicate both exile and can't cast with same name effects of Ixalan's Binding, but above cards are mechanically similar for exile in white enchantments.


Reason: No other white enchantment has both exile effect and cast prevention; mostly just exile.

Found Cards

6 Results

Banishing Light

Grasp of Fate

Ixalan's Binding

Journey to Nowhere

Oblivion Ring

Seal Away

Banishing Light #6 Enchantment

Info

Color:
Identifies:
Cost:
Rarity: Common
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 with shroud, 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.
  • 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
    Cardkingdom / 0.49 USD 0.35 USD
    Cardmarket 0.05 EUR / 0.09 EUR
    Manapool 0.15 USD / 0.15 USD
    Tcgplayer / 0.34 USD 0.25 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 nonland permanent an opponent controls until this enchantment leaves the battlefield.

    Grasp of Fate #1057 Enchantment

    Info

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

    Rules

  • Auras attached to exiled nonland permanents will be put into their owners' graveyards. Equipment attached to exiled creatures will become unattached and remain on the battlefield. Any counters on exiled nonland permanents will cease to exist.
  • If Grasp of Fate leaves the battlefield before its triggered ability resolves, no nonland permanents will be exiled.
  • If a token is exiled, it ceases to exist. It won't be returned to the battlefield.
  • In a multiplayer game, if Grasp of Fate's owner leaves the game, the exiled cards will return to the battlefield. Because the one-shot effect that returns the cards isn't an ability that goes on the stack, it won't cease to exist along with the leaving player's spells and abilities on the stack.
  • The exiled cards return to the battlefield immediately after Grasp of Fate leaves the battlefield. Nothing happens between the two events, including state-based actions.
  • Prices

    Seller Price
    Manapool 1.51 USD
    Cardkingdom 0.79 USD
    Tcgplayer 1.66 USD
    Cardmarket 0.84 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, for each opponent, exile up to one target nonland permanent that player controls until this enchantment leaves the battlefield. (Those permanents return under their owners' control.)

    Ixalan's Binding #17 Enchantment

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Uncommon
    Converted Cost: 4
    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.
  • If Ixalan's Binding 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 the exiled card has a different name in exile than it did on the battlefield, Ixalan's Binding stops players from casting spells with the name of that card as it exists in exile.
  • If the exiled card is a land card that's become a nonland permanent, Ixalan's Binding won't stop players from playing lands with that name.
  • If there is no exiled card (perhaps because the exiled permanent was a token or was a commander that was moved to the command zone in a Commander game), Ixalan's Binding won't stop players from casting spells.
  • In a multiplayer game, if Ixalan's Binding's owner leaves the game and another player owns the exiled card, the exiled card will return to the battlefield under its owner's control. Because the one-shot effect that returns the card isn't an ability that goes on the stack, it won't cease to exist along with the leaving player's spells and abilities on the stack.
  • The exiled card returns to the battlefield immediately after Ixalan's Binding leaves the battlefield. Nothing happens between the two events, including state-based actions.
  • There are many important moments in the story, but the most crucial—called "story spotlights"—are shown on cards. These cards have the Planeswalker symbol in their text box; this symbol has no effect on gameplay. You can read more about these events in the official Magic fiction at http://www.mtgstory.com.
  • Prices

    Seller Price
    Tcgplayer / 0.34 USD 0.14 USD
    Cardkingdom 0.35 USD / 0.49 USD
    Manapool 0.15 USD / 0.16 USD
    Cardmarket 0.14 EUR / 0.57 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. Your opponents can't cast spells with the same name as the exiled card.

    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
    Cardmarket / 0.51 EUR 0.48 EUR
    Tcgplayer / 0.29 USD 0.23 USD
    Cardkingdom 0.49 USD / 0.79 USD
    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
    Cardkingdom / 0.49 USD 0.35 USD
    Tcgplayer / 0.42 USD 0.23 USD
    Manapool / 0.4 USD 0.15 USD
    Cardmarket 0.14 EUR / 0.69 EUR

    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.