Aura Shards
Disenchant charges you a card and a mana every time you want to break a permanent; this charges you nothing but a creature you were already going to play. The shift is from one-shot answer to standing tax: once it resolves, every creature you control that enters asks whether there is an artifact or enchantment worth pointing at, and over a game with any board presence the destroy triggers pile up faster than an opponent can rebuild. The clause fires on every entry but lets you choose whether to act, which means it waits patiently with no available target and then punishes the first one that appears. That patience is exactly why it lives in green-white: the colors that flood the board with bodies are precisely the colors that turn this from a removal spell into a removal engine, and tokens count just as readily as hardcast creatures, so a single sweep of fodder can clear an entire row of problem permanents. The price runs in the other direction too: it sits idle the turn it lands and idle on an empty board, the cost of an effect this open-ended. This is an enchantment that demands you already have the creature-density plan it rewards, rather than one you splash to fix a single matchup.






