Wall of Putrid Flesh
That third line of text is the whole pitch: a damage-prevention clause aimed squarely at enchanted creatures, which reads now like a fossil of what black thought white was doing when this was printed. Auras were a real combat axis at the time, and this wall was built to neutralize a creature wearing Holy Strength or Lance as cleanly as it shuts off a plain white attacker. The result is a 2/4 defender carrying two distinct lockout zones stacked on one body: color-based protection that turns aside white damage, and Aura-based prevention that shuts down enchanted attackers. The construction is unmistakably old-school, a narrow three-line answer to specific threats the designers expected at the table rather than a clean general-purpose card. It hedges its own thesis: protection from white handles the creatures, and the prevention clause covers the possibility that the danger was a stack of enchantments rather than the bodies wearing them. A wall that doubles as an argument about the metagame it was designed against.
