Weight of Conscience
The activation cost is the whole design argument: tapping two creatures that share a creature type to exile the enchanted threat ties this Aura's payoff directly to a tribal board. Pacification effects are common and cheap (stop a creature from attacking, move on), but they leave the problem on the battlefield, alive and able to block, ready to come back online if the Aura is ever bounced or destroyed. The exile clause is the upgrade, and the price for it asks for a board already committed to playing creatures of one type: Elves, Goblins, Merfolk, Kithkin. Among unrelated bodies the second ability is dead weight, a permanent answer you can never pay for; in a focused tribal shell it converts a temporary lock into clean, graveyard-proof removal at the cost of a brief tap-out. That conditional payoff places it in the lineage of tribe-matters cards that punish going off-theme and overpay staying on it. The timing matters too: because the exile is an activated ability rather than a triggered one, you choose the window, holding the no-attack lock in place until you can spare two creatures, then removing the threat at instant speed in response to whatever its controller tries to do with it. What looks like a pacifism Aura is permanent removal in disguise, payable only by a board that already resembles a single tribe.

