Chains of Custody

Chains of Custody

Enchantment — Aura

Rarity

Common

Mana Cost
2 W
Artist

Bruno Biazotto

Oracle Text

Enchant creature you control When this Aura enters, exile target nonland permanent an opponent controls until this Aura 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.)

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Rules for this card

  • A keyword ability that defines what an Aura spell can target and what an Aura permanent can be attached to. See rule 303, “Enchantments,” and rule 702.5, “Enchant.”

Rulings (4)

  • Wizards of the Coast
    If a token is exiled this way, it will cease to exist and won't return to the battlefield.
  • Wizards of the Coast
    If an Aura is exiled this way, its owner chooses what it will enchant as it returns to the battlefield. An Aura put onto the battlefield this way doesn't target anything (so it could be attached to a permanent with shroud, for example), but the Aura's enchant ability restricts what it can be attached to. If the Aura can't legally be attached to anything, it remains in exile for the rest of the game.
  • Wizards of the Coast
    If Chains of Custody leaves the battlefield before its second ability resolves, the target permanent won't be exiled.
  • Wizards of the Coast
    Auras attached to the exiled permanent 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. When the card returns to the battlefield, it will be a new object with no connection to the card that was exiled.

Other Printings