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Moxonomy

Demotion

Enchantment — AuraWhite mana

Pacifism with a sharper edge, and the edge is the second clause. The classic version of this effect stops a creature from attacking and blocking; this one keeps the can't-block half but swaps out can't-attack for a line that shuts off activated abilities entirely. That swap reframes what the Aura is for. Against a plain beater, dropping the can't-attack restriction looks like a downgrade: this leaves the creature free to swing. But against a creature whose threat lives in a tap ability, a sacrifice outlet, or a mana sink, neutralizing the body was never the point. The danger is the text box, and this answers the text box. A pinger that can't ping, a creature that can't activate its evasion or pump, a value engine that can't generate value all go inert while still occupying the battlefield. The can't-block half does the workmanlike job of stripping a defender off the board to clear a path for your own attack. What earns it a slot is that it asks a different question of removal than burn or destruction does: not "is this creature too big to fight through" but "does this creature matter because of what it does rather than what it is." Note the boundary on all of this: the enchant clause reads creature, so a creature-land stays disabled only while it is a creature, and the moment it reverts to a land the Aura falls off as a state-based action.

Demotion (grn)
GRN · #9uncommon
Pricing
Normal: $0.17
Foil: $0.44
Oracle Text

Rules text

Enchant creature Enchanted creature can't block, and its activated abilities can't be activated.
Legalities

Format Status

Standard
N/A
Pioneer
Legal
Modern
Legal
Legacy
Legal
Vintage
Legal
Commander
Legal
Pauper
N/A
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
N/A
Oathbreaker
Legal
Gladiator
Legal
Penny Dreadful
N/A
Duel Commander
Legal
Future Standard
N/A
COMPETITIVEBRAWL
Legal
TLR
Legal
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