Break Asunder
Green's longstanding problem with disenchant effects is that they are dead weight against decks running neither artifacts nor enchantments. Destroying either permanent type is squarely green's job, but the rate here is the catch: at four mana, the destruction half costs more than cheaper double-target green answers, and the extra mana is buying the cycling clause, not the effect. That clause is the entire point. When no target ever shows up, the spell does not rot in hand; pay two generic and it becomes a fresh card instead. The worst case stops being a blank and becomes a cantrip, which transforms the whole risk profile of carrying broad utility you cannot guarantee you will need. Read the top line in isolation and you have an overcosted Naturalize; read it with the cycling and you have a removal spell that insures itself against the dead draw. The design logic is hedging built into the card rather than left to the deckbuilder: the price difference is the premium on that insurance. It is a deliberately unglamorous piece of utility, never the centerpiece of anything, but the flexibility is structural rather than cosmetic. A green spell that cannot whiff, only slow down, is doing quiet design work that flashier answers never bothered with.

