Cleansing Ray
The tell is the tribe. This is a two-mana modal sorcery whose creature mode kills only Vampires, while its other mode destroys any enchantment, and that asymmetry is the entire design logic. The Vampire clause is deliberately cramped: a hyper-specific answer to a creature type that was a recurring problem in the pool it was seeded into, useless the moment there is no Vampire to point it at. The enchantment mode is the half that travels. White has carried efficient enchantment removal since the earliest sets, and stapling that clause onto a contextual creature kill guarantees the card is never a complete blank; a permanent type that exists in every environment sits under the second mode. You will never destroy a Vampire and an enchantment on the same cast, but you will rarely be holding a card that does nothing. The construction is a well-worn one for set-specific removal: give the card a narrow creature answer tuned to the metagame it was built for, then bolt on a generically useful clause so it does not rot once that creature type recedes. Strip away the Vampires, and what remains is a slightly overcosted enchantment destruction spell, which is precisely the floor the modal design was built to guarantee.
