Isolation Zone (Oath of the Gatewatch #22)

Isolation Zone {2}{W}{W}

Enchantment

When this enchantment enters, exile target creature or enchantment an opponent controls until this enchantment leaves the battlefield. (That permanent returns under its owner’s control.)

When properly aligned, hedrons become powerful tools of binding.

Illustrated by Chris Rallis

Standard
Alchemy
Pioneer
Historic
Modern
Brawl
Legacy
Timeless
Vintage
Pauper
Commander
Penny
Oathbreaker
Notes and Rules Information for Isolation Zone:
  • If Isolation Zone leaves the battlefield before its triggered ability resolves, the target creature or enchantment won’t be exiled. (2016-01-22)
  • Auras attached to the exiled creature or enchantment 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. (2016-01-22)
  • If a token is exiled, it ceases to exist. It won’t be returned to the battlefield. (2016-01-22)
  • The exiled card returns to the battlefield immediately after Isolation Zone leaves the battlefield. Nothing happens between the two events, including state-based actions. (2016-01-22)
  • In a multiplayer game, if Isolation Zone’s owner leaves the game, the exiled card will return to the battlefield. 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. (2016-01-22)