Banishing Light
Common · Enchantment
6.7GoodRank 59 of 271
57.5%Rank 60 of 274 by win rate, card in hand · set average: 55.7%
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 (6.7/10).
Why. A three-mana enchantment that exiles an opposing nonland permanent for as long as it stays on the battlefield. It answers almost any threat: creature, artifact, enchantment or planeswalker.
Risks. If the enchantment is destroyed or bounced, the target comes back. It is slow and cannot deal with lands.
In the draft. A very good white common, worth taking fairly high. The white pairs with black, blue or green use it well.
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 : +2.4 win-rate points
Its place in the set
- Common: rank 3 of 90
- White: rank 13 of 43
- Cost 3: rank 18 of 69
- Average pick: 3.5 (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
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 % · 130,047 games
- 2 copies56.6 % · 41,482 games
- 3 copies57.4 % · 6,835 games
- 4 copies or more58.4 % · 802 games
Win rate since the set came out (card in hand)
- First two weeks57.5 % · 55,006 games
- Next two weeks57.2 % · 28,556 games
- After that57.9 % · 4,464 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
- Hidetsugu's Second Rite797 games · 59.3 % (instead of 56.0% expected)
- Secluded Courtyard825 games · 53.2 % (instead of 50.7% expected)
- Lunar Insight1,882 games · 55.5 % (instead of 53.2% expected)
Cards it wins less with
- Rugged Highlands2,856 games · 52.6 % (instead of 55.8% expected)
- Lathril, Blade of the Elves728 games · 46.8 % (instead of 50.1% expected)
- Bulk Up821 games · 48.4 % (instead of 51.6% expected)
Where it is played
U/W · 58 %B/W · 55 %
Played in 22% 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.




