Web of Inertia
Defense priced as a tax on someone else's graveyard. The Pax-style deterrents (Propaganda, Ghostly Prison) make attacking you cost mana; this one makes it cost a card exiled from the attacker's own graveyard, and crucially it charges a flat rate every combat rather than scaling per attacking creature. The design pulls in two directions. First, it only protects the controller: it does nothing to stop swings at teammates or planeswalkers, so it is a personal shield, not a board-wide wall. Second, an empty graveyard converts the toll into a hard lock, since a player with nothing to exile simply cannot attack you at all. That puts Web of Inertia in a precise seam: a soft brake on fast aggressive starts and a brutal one against decks that have already burned through their yard. The exile clause doubles as a slow drain on the graveyard itself, eroding the fuel that flashback and reanimation strategies depend on, so the deterrent and the disruption are the same effect read from two sides. It is a narrow, demanding piece of attrition built for a patient blue shell that wants to survive the early turns and let card advantage decide the rest, asking each opponent to keep paying or keep their creatures pointed elsewhere.

