Muzzle
Pacifism's older, quieter cousin. The whole defensive lineage of "shut a creature off" auras runs through this exact effect: leave the threat on the battlefield, but neuter the only part that matters. The design distinction worth noticing is that this prevents the damage the enchanted creature would deal, not damage dealt to it, so it answers the attack and the block in one card without touching abilities, tap effects, or the creature's mere presence. That makes it a softer lock than removal: a regeneration shield does nothing against it, indestructibility does nothing against it, and a creature with a ruinous combat-only payoff simply stops paying off. The trade Wizards built in is that the enchantment, not the creature, becomes the thing that dies; Disenchant and aura-bounce pull the muzzle off and hand the threat right back, and a sacrifice outlet sidesteps it entirely by trading the creature away on its owner's terms. Pacifism, printed years later, refined the same idea into a tidier restriction (the creature can neither attack nor block), and that cleaner template largely defined the slot going forward. This earlier version is more literal and slightly stranger: the creature can still go to combat, still gets blocked or blocks, still triggers whatever its presence triggers; it just lands no blows. A precise piece of damage-prevention design from an era when white's answer to a big threat was to embarrass it rather than kill it.
