Chains of Custody (Jumpstart 2022 #3)

Chains of Custody {2}{W}

Enchantment — Aura

Enchant creature you control

When Chains of Custody enters, exile target nonland permanent an opponent controls until Chains of Custody leaves the battlefield.

Enchanted creature has ward {2}. (Whenever it becomes the target of a spell or ability an opponent controls, counter it unless that player pays {2}.)

Illustrated by Bruno Biazotto

Standard
Alchemy
Pioneer
Explorer
Modern
Historic
Legacy
Brawl
Vintage
Timeless
Commander
Pauper
Oathbreaker
Penny
Notes and Rules Information for Chains of Custody:
  • Chains of Custody's ability is a single ability that creates two one-shot effects: one that exiles the permanent when the ability resolves, and another that returns the exiled card to the battlefield immediately after Chains of Custody leaves the battlefield. (2022-12-02)
  • If Chains of Custody leaves the battlefield before its enters-the-battlefield ability resolves, the target permanent won't be exiled. (2022-12-02)
  • Auras attached to the exiled permanent will be put into their owners' graveyards. Equipment attached to an exiled creature will become unattached and remain on the battlefield. Any counters on the exiled permanent will cease to exist. (2022-12-02)
  • If a token is exiled, it ceases to exist. It won't be returned to the battlefield. (2022-12-02)
  • In a multiplayer game, if Chains of Custody'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. (2022-12-02)