Vow of Duty
Handing a buff to a creature you do not control reads like charity until the rider lands: the enchanted creature can't attack you or your planeswalkers. That is the whole transaction. You spend a card to make a rival's threat bigger and tougher, and in exchange that threat is contractually barred from pointing at your board. This is the white entry in a five-color cycle of Vows built to broker a two-player peace inside a larger game. Vigilance is the load-bearing word: a creature that does not tap to attack stays home as a blocker too, so the buffed body now polices everyone else while remaining unable to swing your way. The design trades raw card economy for political leverage, a currency that only exists once three or more players sit down. Nothing requires the target to be an opponent's creature, though: enchant your own attacker and you have a +2/+2 vigilance Aura with a restriction that never comes up, since your creatures were never going to attack you regardless. That self-target line keeps the card a fine combat buff in a duel rather than dead weight. As multiplayer engineering, it formalizes the handshake a casual table negotiates aloud: I make your monster scarier, you agree to aim it somewhere other than me.

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Other printings
- Murders at Karlov Manor Commander#89
- Starter Commander Decks#40
- Game Night: Free-for-All#21
- Commander 2021#110
- Commander Legends#54
- Explorers of Ixalan#6
- Commander Anthology#29
- Legendary Cube Prize Pack#15









