Contempt
A pacifism effect with a punchline: the enchanted creature can still attack, but doing so bounces both the creature and the Aura back to hand, undoing the attacker's tempo and returning the Aura for a second cast. The design is a clever inversion of the era's static creature-disablers. Where Pacifism simply forbids attacking, this lets the opponent attack into a trap, then taxes them for it by returning their creature to hand and resetting their development. The two-mana recurring cost is the real engine: because the Aura comes back when triggered, it functions less as a permanent answer and more as a reusable tempo lever, a soft lock you can replay against the same threat or redirect to a new one. What disciplines the card is the opponent's agency: a patient player can simply hold the enchanted creature back and play around the bounce, leaving the Aura inert if they refuse to swing. That conditionality distinguishes it from a hard removal spell; it does not remove anything, it negotiates. Stronghold's blue was full of these tempo-and-tax pieces that asked you to win the timing battle rather than the board, and Contempt expresses that philosophy cleanly: an answer that is only as good as your opponent's impatience.
