Revoke Privileges
The most thorough version of white's combat-shutdown Aura, and the extra word is the part the rate hides. Where Pacifism takes a creature off both attack and block, this one adds a third lock: the enchanted body can't crew Vehicles either. That clause is the era-specific tell. A creature kept out of combat could still earn its keep as a pilot, turning an Aura meant to defang it into a minor liability that quietly powers up an artifact. Closing that door narrows the creature to combat irrelevance, but not to total silence: unlike Arrest, which switches off activated abilities too, this leaves a tapper still tapping, a mana dork still ramping, a static effect still humming, and the body remains fair game for a sacrifice outlet or an effect that counts creatures. What you buy is a body that can't swing, block, or fuel a Vehicle, not one that's stopped doing everything else. The cost of that completeness is the vulnerability every Aura of this shape carries: it answers a creature without removing it, so a bounce, a flicker, or destruction of the enchantment hands the threat right back, and your card goes to the graveyard with the Aura. The structural difference from a kill spell matters more than the mana suggests: you are spending a card to neutralize a card, betting the body stays put, rather than trading your card for theirs outright. The crew rider is the future-proofing, sealing an answer against a card type that did not exist for most of the game's history.

