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Pojo's Magic The Gathering
Card of the Day

Daily Since November 2001!

Banisher Priest
Image from Wizards.com

 Banisher Priest
- M14

Reviewed July 22, 2013

Constructed: 3.25
Casual: 3.50
Limited: 4.25
Multiplayer: 3.25

Ratings are based on a 1 to 5 scale
1 being the worst.  3 ... average.  
5 is the highest rating

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Banisher Priest

You may notice that the Priest's ability is worded differently than the abilities of Oblivion Ring or Fiend Hunter, despite doing, in essence, the same thing. This is because Oblivion Ring had a loophole-- if you destroy the Ring while its first ability is still on the stack, the second ability resolves before the first-- leaving the target exiled for good. The Powers That Make Cards decided that was counter-intuitive and ran contrary to how the card was supposed to be used, and was a source of much confusion and frustration for newer players. Banisher Priest's new wording closes that loophole, making it function as it was intended. Does it suffer for not being able to permanently exile a creature?

Personally, I don't think so. For Fiend Hunter to be a permanent ban, you have to get rid of it as soon as you play it, which means you don't get to use it as a creature. Banisher Priest is better at, well, being a creature. Higher power means more offense. The lower toughness hurts, but then again it makes playing on the other side of the table less frustrating, as it's a little easier to get your creature back. And besides, pulling the "permanent O-Ring" trick meant comboing it with another card, whereas just playing the Hunter or Priest normally is a 2-for-1, albeit a temporary one. Make your time count and it's as good of a removal spell as you should need.

Constructed- 3.5
Casual- 4
Limited- 4.5
Multiplayer- 3.5

Michael "Maikeruu" Pierno

Today's card of the day is Banisher Priest which is a three mana White
2/2 with the come into play ability of exiling a target creature an opponent controls until Banisher Priest leaves the battlefield. This is a decent card that works as a more vulnerable Journey to Nowhere for an additional White mana with the 2/2 body attached. Attacking or blocking with it is risky as it can be destroyed and unlike Journey it can't be used for a combo on your own creatures. Overall this is an okay card, just not one that is likely to see much play as White has other dedicated options to do the job more reliably.

In Limited this is an excellent card to remove a threat and if the opponent is light on creatures can also attack or block with far less risk than in other settings. The cost is reasonable and it is a huge advantage for however long it remains in play. The double White is a drawback against splashing, but it is worth including in any Sealed build with more than the minimum sources of White mana. In Booster it is a strong early pick as pseudo-removal after other options or bomb creatures and effects.

Constructed: 3.0
Casual: 3.0
Limited: 4.0
Multiplayer: 3.0

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