Aura Mutation
Disenchant set the baseline for color-pie enchantment removal: two mana, no rider, gone. This version pays the same two and refunds you a board, scaling the consolation prize to whatever you broke. Crack a Pacifism and you net two Saprolings; catch a heavy enchantment and you walk away with a small army. That payout structure rewards patience: the bigger the threat you destroy, the bigger the army you build hitting it, so the card wants to be aimed at the expensive enchantment (the one you most wanted gone in the first place) rather than spent early on a one-drop aura. The instant speed is what makes the math worth waiting for. You can hold up the answer, let the enchantment resolve, destroy it on the opponent's end step, and untap into a populated board, turning a piece of reactive interaction into a developing one. The Saprolings are no accident either: this comes from an era when green-white token-and-sacrifice plans wanted bodies to feed, so it doubles as removal that fuels an existing engine rather than just trading one-for-one. It is interaction built to be cast late and big rather than early and lean, the opposite instinct from the cheap utility removal it descends from, and the reason board state matters more than reflex when you decide to fire it.



