Banishing Light
Common · Enchantment
7.0GoodRank 41 of 261
58.3%Rank 46 of 287 by win rate, card in hand · set average: 56.0%
How are these measures computed?
Pick rating. The pick rating estimates what a card is worth when you choose it, before there are results: it combines several signals (expert evaluations, the choices of strong players, characteristics of the card such as its cost and rarity) and was tuned on the results of decks of strong players. It is for comparing cards while you draft.
Observed strength. The observed strength is the win rate of the games in which the card was in hand at some point (opening hand or drawn), from hundreds of thousands of real games of online draft players since the set came out. The rank compares the cards seen in at least 1,000 games. It does not correct for the strength of the deck the card is played in, and a result stays uncertain for a card that is played little (about 1.6 points of margin at 1,000 games).
One of the best commons of the format (7.0/10).
Why. For three mana it exiles any nonland permanent an opponent controls: creature, artifact or enchantment. A universal removal that answers threats which would not die otherwise.
Risks. If the enchantment is destroyed or bounced, the permanent comes back. It is not instant-speed and cannot touch lands.
In the draft. A very good white common, and flexible: take it fairly high and play it in any white deck.
Win rate of the card
Percentage of games won by the decks that play this card, depending on when it shows up, from the real games of the set.
Gap when it is drawn, against the games where it is not : +3.7 win-rate points
Its place in the set
- Common: rank 1 of 81
- White: rank 11 of 43
- Cost 3: rank 10 of 64
- Average pick: 3.8 (1 = taken first from a pack; the lower the number, the earlier players choose it)
Win rate by colour pair
Percentage of games won by the decks of each pair that play the card, with the number of games. The pairs are the two main colors of the deck: when the card has a color outside the pair, the deck plays it as a splash (marked “splash”). A pair that has an archetype in this set leads to its guide.
splash
splash
Win rate: strong players and all players
Percentage of games won when the card is in hand; strong players are those ranked diamond or mythic online.
Win rate on the play and on the draw
Win rate by number of copies in the deck
- 1 copy55.7 % · 78,778 games
- 2 copies57.1 % · 28,509 games
- 3 copies57.4 % · 5,452 games
- 4 copies or more60.1 % · 863 games
Win rate since the set came out (card in hand)
- First two weeks58.4 % · 35,790 games
- Next two weeks58.3 % · 16,165 games
- After that57.2 % · 5,672 games
Win rate alongside other cards
Win rate of the decks that play both cards, compared with the one you would expect from what each card gets alone. At least 150 games together.
Cards it wins more with
- Uthros, Titanic Godcore294 games · 56.8 % (instead of 52.3% expected)
- Alpharael, Stonechosen732 games · 55.3 % (instead of 51.4% expected)
- Dark Endurance1,241 games · 56.2 % (instead of 53.4% expected)
Where it is played
U/W · 62 %B/W · 57 %
Played in 20% of the decks of the set
Other cards of the same cost and colours
Intrinsic ratings: they do not take into account the cards you have already picked. They matter most for the first pick of the first pack.




