Tamiyo's Compleation
Blue's removal problem is really three problems: creatures, artifacts, and planeswalkers, each historically handled with a different half-measure. This folds all three into one Aura and neuters rather than kills, which is the more disciplined answer than it first sounds. Stripping all abilities leaves a creature as a body with no text, shuts off a planeswalker's loyalty activations, and turns an Equipment into inert metal (the unattach clause peeling it off whatever it was buffing). The permanent stays on the battlefield, tapped by the enter trigger and frozen there, since it never untaps during its controller's untap step: it stops attacking, blocking, and doing anything its controller wanted from it. Flash is what elevates this from a slow enchantment into a genuine interactive tool. It ambushes an attacker mid-combat and holds up as a bluff during an opponent's turn the way a counterspell does. It cannot preempt a planeswalker's first loyalty activation (the active player keeps priority the turn it resolves and can activate before you get a window), but it locks the walker down thereafter. The catch is how narrow the escape routes are: an untapper frees a creature to attack and block but leaves it a vanilla body, and does nothing at all for a stripped planeswalker or Equipment; changing control of either permanent or the Aura keeps the lock intact. Only moving the Aura elsewhere or removing it releases what it held. Answering three permanent types blue has always struggled to touch cleanly, all through one flexible target line, is what the design is built to buy.
