It's like Krosan Tusker, but better

. I like that one, so that just leaves White.
Ultimately, the reason why I keep complaining about the White card is that when cycles are done like this, the White card so often mirrors the Red one, but defensively. So, where Red gets direct damage, White gets damage prevention/life gain, or where Red gets abilities like R: ~this~ gets +1/+0 till end of turn, White gets the reverse i.e. W: ~this~ gets +0/+1 till end of turn. Defensive abilities are, by nature, reactive, so the Red ones are usually much better, since they aren't conditional on anything. That's why Lifegain, for example, is terrible, unless you gain a lot of life with one card, or as an addition to some other ability (even if it's just a cantrip). The upshot is that White so often ends up with the shaft.
From that, while preventing blocking is good, preventing attacking doesn't really do as much. Preventing damage can at least lead to interesting combat tricks in Limited, but Lifegain is still terrible without something else as well.
So, four down, one to go...
How about Peace Talks, but only till your next turn? No memory issues, a bit less powerful, but cantrips and can't be countered, so hopefully that makes up for it:
Apostle of Peace
2W
Creature – Cleric
2/2
Cycling 3W
When you cycle Apostle of Peace, until your next turn, players skip their combat phases and can’t target permanents or players with spells or activated abilities. (Triggered abilities are unaffected.)