Buried in the Garden
Green-white catch-all removal has always carried a return clause: an exile Aura that answers a threat and hands it back the moment the Aura dies. The clever part of this one is where it attaches. Rather than clamping onto the enemy permanent, it enchants a land, splitting its two jobs across two permanents. The exile follows the familiar until-leaves template of Banishing Light and Journey to Nowhere: temporary custody, not a clean kill. But the ramp lives on your own land, which puts it out on your side of the table where an opponent's disenchant or bounce has to reach to touch it. Both effects are bound to the same fuse, though. The Aura is a single object; when it leaves, the exiled permanent comes back and the extra mana stops in the same instant. There is no window where you keep the land upgrade after the exile expires, and no window where the threat returns while you're still ramping. That coupling is what shapes the trade. You pay four for an answer that can be undone by removing one enchantment, and while it stands you get a land that quietly funds an extra spell each turn. It rewards a plan built to convert that surplus mana into board presence before an opponent finds the disenchant that unwinds all of it at once.

