Trapped in the Tower
Pacifism has never quite been enough, and this is the fix that gets closest to full removal without leaving white's lane. The classic version stops attacks and blocks; the ground-creature version bites deeper by also switching off activated abilities, which is where the real threats hide: a mana dork, a tap-down machine, a creature that pings or draws or ramps. The trade for that extra clause is the enchant restriction. It can only land on a creature without flying, so it is a ground-huggers-only answer, blind to the very evasive threats that most want neutralizing. That restriction is the whole balancing act. It keeps the aura from being a strict upgrade to the two-mana pacify effects white has printed for decades, and it forces the sizing question onto the board rather than the card: this is the removal white gets when the problem is stuck to the ground. As a soft answer it stays vulnerable to any bounce or enchantment removal, and the enchanted creature is still alive, still a body taking up space, even if it can no longer swing or throw itself in front of an attacker. But against a ground-based engine (something that taps for value or activates for advantage), turning off the abilities as well as the combat is what separates this from the pure attack-and-block locks that came before it.
