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Moxonomy

Bound in Gold

Enchantment — Aura2 generic manaWhite mana

The Pacifism lineage has always had a leak: the classic version stops attacks and blocks, but leaves the enchanted creature free to tap for mana, crew a Vehicle, or fire off an activated ability that ends the game anyway. This closes most of that gap. Locking down activated abilities matters more than the anti-attack clause on any creature whose real threat lives in its text box rather than its combat step, and the "unless they're mana abilities" clause is a deliberate carve-out: you can still tap the thing for mana, so a ramp creature stays a ramp creature while a machine-gun creature goes quiet. The other extension is the target line. Because it enchants any permanent rather than just a creature, it can silence a planeswalker's loyalty abilities, shut off an artifact engine, or neuter a mana rock's non-mana modes, which is territory the older Auras in this family never touched. What it pointedly does not do is remove the permanent or shrink its stats, so it leaves a body on the board that can still crew nothing, block nothing, and threaten nothing: the answer is containment, not removal. That distinction is the whole design brief, and it is why this reads as a modernized, wider-aperture take on white's oldest way of saying no to a creature without killing it.

Bound in Gold (khm)
KHM · #5common
Pricing
Normal: $0.15
Foil: $0.33
Oracle Text

Rules text

Enchant permanent Enchanted permanent can't attack, block, or crew Vehicles, and its activated abilities can't be activated unless they're mana abilities.
Legalities

Format Status

Standard
N/A
Pioneer
Legal
Modern
Legal
Legacy
Legal
Vintage
Legal
Commander
Legal
Pauper
Legal
Brawl
Legal
Historic
Legal
Alchemy
N/A
Timeless
Legal
Standard Brawl
N/A
More formats
Old School
N/A
Premodern
N/A
PreDH
N/A
Pauper Commander
Legal
Oathbreaker
Legal
Gladiator
Legal
Penny Dreadful
N/A
Duel Commander
Legal
Future Standard
N/A
COMPETITIVEBRAWL
Legal
TLR
Legal
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