Ossification
The clever tax here is the enchant clause. Oblivion Ring and its many descendants exile a permanent for a flat two or three mana and ask nothing of your board; this one demands you own a basic land to anchor to, which quietly rewrites the card's cost in mana-base terms rather than mana-value terms. It looks like generic white removal until you notice the aura has to bond to something, and that something is a basic you might not always have on curve. What it buys is exile, not destruction: the exiled creature or planeswalker sidesteps regeneration, ducks the value its controller would mine from a trip to the graveyard, and returns only when the aura leaves the battlefield. That reversibility is the standing liability of the whole lineage: any Disenchant-style answer trades for the aura and hands the exiled threat straight back to its owner, so the removal holds only until the enchantment breaks. Where this design departs from its ancestors is in what it asks of the caster. Tethering to a basic land is a cost the Oblivion Ring family never carried, and it bites decks that skimp on basics or lean on nonbasic fixing, precisely the decks white splashes tend to become. It carries on the tradition of white catch-all removal that trades permanence for a low rate, but it prices that rate in a second currency: how greedy your manabase is willing to be. Whether that second cost is a real constraint or a rounding error is the entire design question the card poses.



