Broken Bond
Green's spot answer to artifacts and enchantments has always come at a rhythm cost: the destruction effect is unconditional and hits either permanent type, but spending a turn on someone else's problem is a turn you did not spend developing your own board. This design bolts a small consolation onto that trade. Destroy the offending permanent, and you may plant a land from your hand you were holding anyway. The land is optional and comes from hand rather than the deck, so it is not ramp in the explosive sense; it is tempo recovery, a way to keep your land drops moving on a turn you were forced to spend on interaction instead of development. That pairing addresses a real friction of maindeck artifact and enchantment removal: folding a land drop into the destruction closes part of the gap without making the removal itself more efficient, since the extra land does nothing to help you cast the spell or answer more targets. The sorcery speed is the honest limit. This answers a resolved threat, not a spell on the stack, so it can only fire once the artifact or enchantment is already doing its job. A clean, modest piece of green utility whose whole pitch is that the trade lands slightly better than one-for-one.


