Song of Serenity
A second-order hate card: it does nothing on its own, then turns every Aura already on the battlefield into a combat lock. The design lives entirely in that dependency. It doesn't target, doesn't kill, and doesn't care who controls the enchanted creature; it simply declares that any body wearing an Aura, yours or theirs, can neither attack nor block. That makes it a metagame answer rather than a maindeck tool. In a board state full of Auras (an opponent leaning on enchantment-based buffs, or a creature you've already saddled with a Pacifism-style effect) it freezes those threats in neutral without removing them, sidestepping regeneration, indestructibility, and death-trigger concerns the way no destruction spell can. The friction is the prerequisite: there have to be Auras out for the card to read at all, and a creature with no relevant attack or block shrugs the lock off entirely. The symmetry is real, too. Your own enchanted creatures go quiet alongside the opponent's, which pushes a build toward Auras worn by bodies it never intended to swing with. That narrowness is why it reads as a build-around relic rather than a green staple: it asks the rest of the battlefield to set up its payoff before it contributes anything, and green's color pie has rarely been allowed to neutralize creatures without fighting or fogging, which makes even this conditional, Aura-gated lock an unusual entry in the color's history of combat interaction.
