Crush Contraband
Exile is the operative word, and it is the whole reason this earns its cost over the discounted destruction white has always had. Most of white's noncreature answers merely destroy, leaving the target open to recursion, regeneration, or indestructibility. This pays a premium to put its targets into exile instead, sidestepping graveyard value engines and cleanly removing permanents that ordinary destruction leaves standing. The modal split is what makes the rate defensible: choose one mode or both as you cast it, so a single card can exile an artifact, an enchantment, or one of each. That flexibility keeps it from being a dead draw as often as narrower answers are. Against a board with no artifacts and no enchantments it does nothing, but holding it up at instant speed lets it answer an Equipment before it attaches or an artifact engine before the next upkeep resolves. The design lineage runs from the strict single-target Disenchant effects toward broader catch-alls; this is the version that traded a tighter cost for the assurance that whatever combination of artifacts and enchantments your opponent commits, you are not one mode short of the answer you needed. Note the boundary, though: both halves reach only the battlefield. This is cleanup for something already resolved, not interaction on the stack, so the skill is timing the exile against a live permanent rather than trying to stop it as it lands.






