Castaway's Despair
The Pacifism school of soft removal edits what a creature is allowed to do: it cannot attack, it cannot block. This works one axis over, on position rather than permission. The enters trigger taps the creature, and then it never untaps, so the lock is spatial. This matters because tapped-status governs a whole different set of activities than the attack-and-block ban does. A pacified creature stays untapped, free to crew a Vehicle, pay a tap cost, or turn on any ability that reads "tap this creature." A creature pinned in the tapped position can do none of that: it cannot crew, cannot pay a tap cost, cannot fuel anything that requires a permanent to start the turn untapped, and of course cannot block either. That is a harder lock across a wider range of interactions, which is what the four-mana price buys. The leaks all run in one direction. Any untap effect frees the pin, and an opponent's flicker hands the creature back untapped while resetting nothing on your side. The threat also never leaves the battlefield, so it stays a legal target, a body for anything that counts creatures, and a candidate for every untap trick in the game. This is holding removal, not answering removal: a sorcery-speed commitment that pins a problem in place without killing it, correct only when your own clock is fast enough to end the game before the pin slips.

