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Moxonomy

Lost in Thought

Enchantment — Aura1 generic manaBlue mana

Most pacifism effects shut a creature down and walk away; this one charges rent. The enchanted creature can't attack, block, or fire off activated abilities, but its controller gets a release valve: pay three cards out of the graveyard and the lockdown lapses for the turn. That clause is the entire design, because it converts a static disable into a recurring tax on a resource that empties fast. Against an aggressive opponent the graveyard is shallow and the creature stays parked; against a grindy deck that fills its yard the lock leaks every turn, and you've spent two mana to make them spend three cards. The friction lands hardest on engine creatures, where the activated-ability clause matters more than the attack restriction. Judgment leaned on the graveyard as a contested resource throughout, and Lost in Thought reads that fascination from the control side: it doesn't punish you for having a graveyard, it makes you choose between feeding this aura and feeding everything else that wants those cards. The result is a removal-substitute that behaves differently depending on the matchup math rather than offering one fixed answer, which is also why it never quite earned the trust a clean Pacifism does. The opponent always holds the dial.

Lost in Thought (jud)
JUD · #45common
Pricing
Normal: $0.19
Foil: $0.52
Oracle Text

Rules text

Enchant creature Enchanted creature can't attack or block, and its activated abilities can't be activated. Its controller may exile three cards from their graveyard for that player to ignore this effect until end of turn.
Legalities

Format Status

Standard
N/A
Pioneer
N/A
Modern
N/A
Legacy
Legal
Vintage
Legal
Commander
Legal
Pauper
Legal
Brawl
N/A
Historic
N/A
Alchemy
N/A
Timeless
N/A
Standard Brawl
N/A
More formats
Old School
N/A
Premodern
Legal
PreDH
Legal
Pauper Commander
Legal
Oathbreaker
Legal
Gladiator
N/A
Penny Dreadful
N/A
Duel Commander
Legal
Future Standard
N/A
COMPETITIVEBRAWL
N/A
TLR
Legal
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