Chomping Changeling
Green rarely gets to answer artifacts and enchantments off a body, and when it does the mode is usually a mandatory blowout: naturalize-on-a-stick with no off switch. The "up to one" clause is what keeps that disruption from turning on you. Against a board with nothing worth killing, the trigger simply declines rather than forcing you to torch your own Signet or shred your own enchantment, so the destruction is never a liability against fair decks that give you no target. That optionality lets green run interaction proactively instead of holding it back. The Changeling keyword quietly widens the design: because the body counts as every tribe, a lord always has something to buff, which means a shell can bundle a creature-type payoff and a piece of noncreature-answering disruption into one slot. And because the effect fires on entry rather than as an activated ability, every flicker or reanimation loop reloads the destruction, turning a modest 1/2 into a repeatable answer in a graveyard-or-blink build. The design coheres precisely because it asks so little: a green three-drop with a small footprint and a trigger that punishes greedy noncreature boards while politely stepping aside when there is nothing to hit. This is green disruption built to be run in bulk, and the tribal tag ensures the slot earns its keep even in games where nothing dies.
