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Soul Partition
Instant
rare
Exile target nonland permanent. For as long as that card remains exiled, its owner may play it. A spell cast by an opponent this way costs more to cast.
Semantic Tags
Specifically removes artifacts.
Exiles a permanent and returns it to the battlefield — re-triggers ETB effects.
A keyword ability that lets you exile cards from your graveyard rather than pay generic mana to cast a spell. See rule 702.66, “Delve.”
Specifically removes enchantments.
Removes threats by exiling rather than destroying — bypasses indestructible and death triggers.
Removes threats by exiling rather than destroying — bypasses indestructible and death triggers.
Exile-based card advantage — exile cards from the top of your library and cast them temporarily. Red's primary draw mechanic.
Removes any nonland permanent — the Vindicate, Beast Within, Generous Gift category. Most flexible single-target removal.
Removes any nonland permanent — the Vindicate, Beast Within, Generous Gift category. Most flexible single-target removal.
A card or token on the battlefield. See rule 110, “Permanents.”
Specifically removes planeswalkers.
Answers an opponent's threat by destroying, exiling, bouncing, or otherwise removing a permanent or spell.
Answers an opponent's threat by destroying, exiling, bouncing, or otherwise removing a permanent or spell.
Slows opponents down by taxing actions or restricting what they can do.
A keyword ability that provides an alternative way to play a card. See rule 702.62, “Suspend.” A card is “suspended” if it’s in the exile zone, has suspend, and has a time counter on it.
Format Legality
Price history
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Printings (5)
| Set | Rarity | TCGplayer | Card Kingdom | Cardmarket |
|---|---|---|---|---|
| Magic Online Promos#105636 | rare | · | · | · |
| The Brothers' War#26 | rare | · | · | · |
| The Brothers' War Promos#26p | rare | · | · | · |
| The Brothers' War Promos#26s | rare | · | · | · |
| The Brothers' War#307 | rare | · | · | · |
Related Rules
If an ability would produce one or more mana of an undefined type, it produces no mana instead.
Some abilities produce mana based on the type of mana another permanent or permanents “could produce.” The type of mana a permanent could produce at any time includes any type of mana that an ability of that permanent would produce if the ability were to resolve at that time, taking into account any applicable replacement effects in any possible order. Ignore whether any costs of the ability could or could not be paid. If that permanent wouldn’t produce any mana under these conditions, or no type of mana can be defined this way, there’s no type of mana it could produce.
To “tap [a permanent] for mana” is to activate a mana ability of that permanent that includes the {T} symbol in its activation cost. See rule 605, “Mana Abilities.”
An ability that triggers whenever a permanent “is tapped for mana” or is tapped for mana of a specified type triggers whenever such a mana ability resolves and produces mana or the specified type of mana.
A replacement effect that applies if a permanent “is tapped for mana” or tapped for mana of a specific type and/or amount modifies the mana production event while such an ability is resolving and producing mana or the specified type and/or amount of mana.
If a cost associated with a special action, such as a suspend cost or a morph cost, has an {X} or an X in it, the value of X is chosen by the player taking the special action immediately before they pay that cost.
If an object’s enters-the-battlefield triggered ability or replacement effect refers to X, and the spell that became that object as it resolved had a value of X chosen for any of its costs, the value of X for that ability is the same as the value of X for that spell, although the value of X for that permanent is 0. This is an exception to rule 107.3i.
The tap symbol is {T}. The tap symbol in an activation cost means “Tap this permanent.” A permanent that’s already tapped can’t be tapped again to pay the cost. A creature’s activated ability with the tap symbol in its activation cost can’t be activated unless the creature has been under its controller’s control continuously since their most recent turn began. See rule 302.6.
Rulings
Playing the exiled card follows all normal timing rules for a card of that type, and its owner must pay all costs (including the additional {2} if applicable) to cast it this way.