Hold for Ransom
Pacifism has switched off attackers and blockers since the early days, a clean one-for-one that trades your card for their creature and asks nothing more. The wrinkle here is a grant of controlled agency, and it pays to read the grammar carefully. The activation is granted to the enchanted creature, so the creature's controller (your opponent) is the one who pays. But the sacrifice-and-draw belongs to Hold for Ransom's controller: what gets sacrificed is the Aura itself. That is the negotiation. Your opponent can leave their creature pinned indefinitely, or they can pay seven mana at sorcery speed to make you tear up the enchantment, freeing their creature and replacing your card with a fresh one. Most lock auras end the conversation the moment they resolve, sitting inert until enchantment removal peels them off. This one keeps a price tag on the release valve and hands you the proceeds. The steep cost and the sorcery-speed clock are what keep that valve closed: seven mana to reactivate a creature you had already dealt with, while handing the pinner a card, is a ransom almost no one wants to pay. So the pin tends to stay a pin, and the rare time it is worth paying, you are up a card for having priced the freedom.
