Spectra Ward
Protection from white, blue, black, red, and green is the maximalist version of a much older trick: where a single Aura of protection dodges one color's removal and blockers, this one slams the door on all five at once. The practical effect is that an enchanted creature becomes nearly impossible to interact with through the normal channels: it can't be blocked by anything colored, can't be the target of any colored removal or Aura, and shrugs off any colored damage source. In a five-color game that covers almost everything on the battlefield short of colorless artifacts, mass sweepers that don't target, and sacrifice effects. The printed reminder that it doesn't remove Auras is what keeps this from doubling as a cleanup spell: it shields a threat going forward rather than stripping the curses already stuck to it, and that clause is specific to Auras (the colorless Equipment most decks run was never at risk to begin with). The cost is the real governor: at five mana you are spending most of a turn to make one creature unkillable, and the two-for-one risk is brutal, since a single instant-speed removal spell in response to the cast (before protection ever applies) costs you both cards. That window is the design tension at the heart of any protection Aura, and the broad coverage here makes the payoff worth the gamble only when the protected body is already a finisher worth defending.
