Bramblecrush
Green is the color that destroys what it cannot otherwise interact with, and these four words are the broadest single-card grant of that permission. Where green's usual answers stay in their lanes (Naturalize for artifacts and enchantments, a Stone Rain for lands), this folds several of those scripts into one sorcery: an artifact, an enchantment, a planeswalker, or a land, all reachable off the same line. That land clause is the real upgrade over the pure disenchant effects, because it lets one card answer a value-generating noncreature land or a key piece of fixing as readily as an enchantment lock-piece. You pay for that reach twice over. Four mana is a steep ask for a toolbox answer, and the sorcery speed means it cannot be held up: this is a card you cast on your own turn against a known target, not a reactive piece kept open to interrupt something on the stack. The noncreature qualifier draws the other hard line. It cannot point at a creature, so an animated creature-land slips out of reach the moment it stops being just a land; the window to handle one is before it activates, not when it is already swinging. Read it as the planned removal of a problem permanent rather than a flexible trick, and the price reads as the premium green pays to reach this many permanent types with a single card.

