406. Zones : Exile
406.1.
The exile zone is essentially a holding area for objects. Some spells and abilities exile an object
without any way to return that object to another zone. Other spells and abilities exile an object only
temporarily.
406.2.
To exile an object is to put it into the exile zone from whatever zone it‘s currently in. An exiled
card is a card that‘s been put into the exile zone.
406.3.
Exiled cards are, by default, kept face up and may be examined by any player at any time. Cards
«exiled face down» can‘t be examined by any player except when instructions allow it.
406.4.
Exiled cards that might return to the battlefield or any other zone should be kept in separate piles
to keep track of their respective ways of returning. Exiled cards that may have an impact on the
game due to their own abilities (such as cards with haunt) or the abilities of the cards that exiled
them should likewise be kept in separate piles.
406.5.
An object may have one ability printed on it that causes one or more cards to be exiled, and
another ability that refers either to «the exiled cards» or to cards «exiled with [this object].» These
abilities are linked: the second refers only to cards that have been exiled due to the first. See rule
607, «Linked Abilities.»
406.6.
If an object in the exile zone becomes exiled, it doesn‘t change zones, but it becomes a new
object that has just been exiled.
406.7.
Previously, the exile zone was called the «removed-from-the-game zone.» Cards that were
printed with text that «removes [an object] from the game» exiles that object. The same is true for
cards printed with text that «sets [an object] aside.» Cards that were printed with that text have
received errata in the Oracle card reference.