Break Ties
Modal disenchant effects have existed for decades, and the design question is always the same: what to do with the dead card when the opponent has nothing for it to point at. Reinforce answers it. The three-way split (artifact, enchantment, or graveyard hate) covers the noncreature threats a white deck most wants an instant-speed answer for, but the real work lives in the discard clause. When the board is empty of targets, this stops being a stranded spell and becomes a mana sink: pitch it, pay one white, and grow a creature. That turns the classic disenchant's worst case (drawing your answer against a deck with nothing to answer) into a second life as a combat trick, so long as you have a creature to grow. It is the same structural fix that cycling brought to situational removal in other colors, except the escape hatch here adds to the board instead of merely cycling into a fresh card. Flexible answers are strong but bleed value in the matchups where their modes are blank, and Reinforce closes that leak without inflating the rate, since the +1/+1 counter is small and the discard is a genuine cost paid in cards. What you get is an answer that refuses to be a dead draw: built for decks that want interaction they can commit to without fearing the games where the interaction does nothing.
