White Auracite is one of those cards players keep asking about. Here is, in plain words, what its official text says, the rulings published by Wizards of the Coast, and the combos players actually run.
Official card text
When this artifact enters, exile target nonland permanent an opponent controls until this artifact leaves the battlefield.: Add
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Complete guide
White Auracite is a versatile tool that combines mana acceleration with temporary removal. By exiling a troublesome nonland permanent while it remains on the board, it provides both utility and tempo. Understanding the nuances of its entry and exit is key to mastering this artifact.
Temporary Exile Explained
When White Auracite enters the battlefield, its triggered ability targets one nonland permanent an opponent controls. That permanent is moved to the exile zone for as long as White Auracite remains on the battlefield. The moment White Auracite leaves the battlefield, the exiled card returns immediately. This return is a continuous effect and does not use the stack.
Managing the Return
If the exiled permanent was a token, it ceases to exist once it hits the exile zone and will never return. If it was a permanent with counters or attached Auras, those are lost or put into the graveyard respectively. When the permanent returns, it is treated as a completely new object with no memory of its previous state, meaning any 'enters the battlefield' abilities it possesses will trigger again.
Timing and Interference
It is important to note that if White Auracite leaves the battlefield before its initial 'enters' ability resolves, the targeted permanent is never exiled at all. Additionally, if the permanent being returned is an Aura, you choose what it enchants as it enters; because this does not target, you can even attach it to a permanent with Shroud or Hexproof.
Interaction examples
If your opponent controls Solemn Simulacrum, you can cast White Auracite to exile it. Later, if you use a destruction spell on your own White Auracite, the Solemn Simulacrum returns to the battlefield immediately. Because it is entering the battlefield again, your opponent will get to search their library for a basic land card a second time.
You can tap White Auracite for one White mana to help cast Commander's Sphere. While White Auracite keeps an opponent's threat exiled, you can use the mana it provides to build your board. If an opponent tries to destroy White Auracite to get their permanent back, you could respond by sacrificing your Commander's Sphere to draw a card, though this won't save your Auracite.
Guide written with AI from the official text and rulings. Official English text prevails.
How it works : White Auracite
Original English text — Wizards of the Coast / Scryfall
- #1· 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.
No other card is named in this ruling.
- #2· Wizards of the Coast
If a token is exiled this way, it will cease to exist and won't return to the battlefield.
No other card is named in this ruling.
- #3· 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.
No other card is named in this ruling.
- #4· Wizards of the Coast
If White Auracite leaves the battlefield before its triggered ability resolves, the target permanent won't be exiled.
No other card is named in this ruling.
Legal formats
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Meta decks with White Auracite
No archived Top 8 deck with this card yet.



Solemn Simulacrum
Commander's Sphere