Aura Fracture
Most enchantment hate is a transaction: you draw Disenchant, you cast it, the answer is spent and the next problem walks in unanswered. This inverts that math by parking the removal on the battlefield and pricing each use in lands. Sacrifice one, destroy one enchantment, repeat as long as your manabase can fund it. That turns a single question ("do I have an answer?") into an attrition contest ("how many lands am I willing to feed it?"), which is the better frame for beating enchantment-heavy strategies: they rarely fold to one removal spell, but they buckle against an opponent who can keep saying no every turn. The land cost is what stops this from being free interaction. You are converting resource development into removal, so every activation eats into your own curve and ticks down the number of times you can keep answering. It is a small, focused build that understands the difference between killing an enchantment and beating a deck built on them.

