Sigarda's Imprisonment
Pacifism with an eject button. The base template has been reprinted in one form or another for the whole life of the game: a cheap white Aura that neutralizes a creature by stripping its ability to attack or block, undercutting the cost of killing it but leaving the threat on the board where an enchantment-removal spell can free it again. What this version adds is an answer to exactly that vulnerability, plus a payoff for cashing it in. Because the exile clause is instant-speed (an Aura's activated ability sits on the stack like any other, with no sorcery restriction here), it works precisely as insurance: hold up the mana, and when an opponent points removal at the Aura, you can exile the creature in response before the enchantment falls off. That timing is the entire point. Without it, the exile mode would just be an expensive delayed answer; with it, the card refuses to be pried loose. Folding a Blood token into that exile does double duty, converting a stranded pacify into card selection once the immediate threat is gone. The tension is the familiar one for this whole class of card: it does nothing against abilities that don't need combat, and it hands an opponent a permanent they can profitably kill. The exile mode is the design's answer to the second half of that problem, priced high enough that it stays a considered option rather than the opening plan.

