Watery Grasp
Enchant a creature so it never untaps, and you have run the oldest tempo tax in the book: Claustrophobia and Ice Cage have leashed attackers this way for years. Once the enchanted creature taps (to swing, to feed an activated ability, to crew something), it stays down for good. A tapped attacker cannot block, so a body caught mid-swing becomes something its controller can no longer defend with; anchor the Aura to an untapped creature and it holds that blocker on the leash until the turn its controller finally commits it. For , that is a fair swap of a card for a creature's ongoing usefulness. What sets this apart from its predecessors is the second gear. Waterbend
shuffles the enchanted creature into its owner's library, hard removal that sidesteps every graveyard-recursion angle, and the mechanic lets you tap your own artifacts and creatures to help, each covering
of the price. Lean on a developed board and the shuffle fires cheaply; lean on nothing and the Aura sits dormant as a soft-lock while you assemble the
the honest way. That is the choice the card keeps handing you: play it as a tempo tax and you never owe the
, or play it as removal and the tax was only the down payment. Few Auras make you decide, turn by turn, whether the thing already sitting on the battlefield is a leash or a guillotine.
