Temporary Lockdown
The genius of this design is that it prices a full board sweep at three mana without ever crossing the line into asymmetric one-sidedness or permanence. It exiles rather than destroys, which sidesteps indestructibility and dodges death triggers, but the exile is conditional: everything comes back the moment the enchantment leaves, so an opponent who can destroy an enchantment gets their whole low-curve board handed back at once. That is the leash. The mana-value-2-or-less cap is the other half of the balancing act, and it is a sharper filter than it looks: it catches the one-drops and two-drops that make aggressive starts lethal while leaving nothing above the curve touched. A sweeper that reaches only the bottom of the mana curve is exactly the tool a control or midrange deck wants against decks built to win before turn four, and useless against decks that top out higher. Because it is an enchantment and not a sorcery, the effect persists as a standing threat rather than a one-time reset; the board it exiled stays gone as long as the permanent survives, which turns removing the enchantment into its own strategic decision for the opponent. It reads like a wrath, resolves like a temporary internment, and asks both players to think about what happens when the lock finally breaks.




