Deicide
Most enchantment removal stops at the battlefield, but this answer was sharpened for an era when its prey was designed to be nigh-indestructible. The Gods of that block carried devotion clauses that slid them in and out of creature-hood, dodging conventional removal and returning the moment they were dealt with. Exiling the target is the universal half: it answers any Aura, any Theros-style God, any problem permanent in the type, at instant speed. The rest is surgical. This is not a triggered ability but a conditional clause resolving in the same breath: if the exiled card is a God, the spell then hunts every copy sharing that name in the controller's graveyard, hand, and library, and exiles those too. That structure is the rare thing here, a two-mana removal spell that reaches past the board into four zones at once. Against the narrow slice of cards it was built for, it does not merely answer the one on the table; it strips away the copies that would otherwise buy a recast or a graveyard return, denying the God its whole path back. What it cannot reach are copies already outside those zones (another already on the battlefield, one held in exile, one owned by a different player), so this is precision, not a total erasure. The broader lesson lives in the shape: open-ended flexibility against the entire enchantment type, with a name-targeting executioner folded into the same cost, dormant until the one card type it was built to hunt walks into it.
