Imprison
A black control aura built as a recurring tax rather than a hard lock, and one of the earliest attempts to design an aura that interacts with activated abilities at all. The structural cleverness is the failure mode built into both clauses: the enchantment never stops anything on its own; it only offers you the option to pay, and refusing to pay destroys the aura. That puts the aura's own controller in the uncomfortable seat of bleeding mana to keep the lock running, with the opponent free to keep activating abilities and attacking to force the question turn after turn. The combat clause is the stranger half: it does not prevent the enchanted creature from attacking or blocking, it lets it happen and then unwinds it for a mana, including the rules-text gymnastics of unblocking the attackers the enchanted creature had been blocking solely by itself. That is a 1994 attempt at modeling a fog-the-blocker effect through removal-of-combatants language, and it reads today like a designer reaching for vocabulary the game had not yet developed. It comes out of the early-Legends school of black control auras (Weakness, Paralyze, Gaseous Form in white) where the design instinct was to staple ongoing taxes onto creatures rather than kill them outright, an instinct the color pie quietly walked away from once efficient removal became the black identity.
