Prison Term
Most Pacifism-style auras lock down one threat and then sit there, dead once the creature they answer is gone. This one solves that obsolescence with a trigger that lets it hop to each fresh body an opponent commits to the board, so the same three mana keeps neutralizing whatever shows up rather than ossifying onto a single target. The relocation is yours to take or decline: the trigger is a "may," so the new creature is the only legal destination, but you are never forced to move the Aura. That control matters, because it means an opponent cannot bait the lock off a real threat by dropping a token or a chump for it to chase. They can offer a worse target; you simply leave the cage where it is. The clause that does the heavy lifting is the activated-ability lockout. Plain attack-and-block restrictions leave tap abilities, sacrifice outlets, and mana dorks fully online; shutting those down too turns this from a combat tax into a genuine answer for engine creatures and pingers that never needed to swing. The design tension is the whole appeal: stickier than a one-shot removal spell, more flexible than a static lock, with the mobility gated behind your judgment of whether the next thing they play is worse to have free than the thing already caged.




