Planar Disruption
Pacifism only ever knew how to muzzle a creature: enchant it, deny it combat, and hope its relevance died with its attack step. That template aged badly. Once activated abilities became load-bearing across every permanent type, pacifying a body stopped being enough, and this Aura tracks that drift. It widens the enchant clause past creatures to artifacts and planeswalkers, and where Pacifism stopped at combat, it turns off activated abilities on top. That last line is the whole difference in function: a planeswalker's loyalty abilities go dark, an equipment's activated trick goes dark, a mana rock's tap goes dark, all at sorcery-speed cost with a single target. The reach comes with a boundary, though. Because it can only latch onto an artifact, creature, or planeswalker, it has no purchase on a plain land, so a creature-land that reverts to being just a land can slip the enchantment entirely once it stops being a legal permanent to enchant. And the coverage buys nothing against a permanent that wins without combat or activation: a static-ability engine keeps humming, a creature whose relevance is a triggered ability keeps triggering, and anything untargetable never even gets tagged. What it does answer is the exact slice white removal historically fumbled, the planeswalkers and utility artifacts that never attack. The design lesson underneath is quiet but real: the neutralizing Aura had to learn to pacify a function, not just a swing.

