Containment Breach
Green has always been able to blow up an artifact or enchantment; Naturalize and its many cousins are the color's evergreen answer to the permanents it otherwise can't touch. What makes this one worth building around is the Lesson frame and the Pest rider pulling in the same direction. As a Lesson, it lives in a fetchable, sideboard-adjacent zone and gets pulled only when the board actually presents a target, so a narrow reactive spell stops being dead in your opening hand and becomes something closer to a toolbox slot you draw toward on demand. The Pest is where the design gets pointed. Aim the destroy clause at a permanent with mana value 2 or less (a mana rock, a Signet, an early enchantment engine, a cheap piece of equipment) and the removal leaves behind a body that itself feeds a sacrifice-and-drain shell. That is a deliberate incentive to fire at the small, grinding pieces rather than saving the answer for the biggest bomb on the table, and it inverts the usual math of removal: the cheaper the thing you kill, the more you're rewarded. A reactive spell that pays a dividend precisely when it's doing the least glamorous work, and rarely a blank even when destroying the artifact was the entire reason to cast it.
