The catch sits in the first line: enchant basic land you control. In a format thick with utility lands at common (Escape Tunnel, Illegitimate Business, TCRI Building), the white drafter who greedily picked nonbasics is the same drafter who cannot find a legal target for their own removal. That tension is the entire evaluation. A clean Pacifism would be a P1P4 to P1P6 white staple here; this one drifts to P1P7 to P1P9, scaling with how many basics survive your mana fixing.
WB Foot Clan and RW Equipment want it most, and for the same reason: both need an answer to the format's mythic legends, and both run enough basics to make the restriction invisible. Shredder, Unrelenting and the larger Turtle legends demand a hard answer, and the format's other white removal does not provide one cleanly: Grounded for Life kills them outright but costs more when they are untapped and threatening, and Stomped by the Foot will be off-color half the time. A two-mana exile that holds a bomb indefinitely is the white answer those decks are otherwise built to lose without. The restriction reads as a real cost only if you forced mono-white into utility lands; a Swamp, Mountain, or Forest hosts the Aura as well as a Plains does, so any two-color white deck with a normal basic count enchants it without thinking.
The punisher is Shredder's Revenge and any enchantment removal: handing the creature back is a worse failure mode than the original Pacifism template ever offered. Best on the play, where it locks a curve-out before it swings, and worth less on the draw against the set's hasted Sneak threats that already connected.
