Desecration Plague
The two-targets-in-one-slot trick is the whole design: an enchantment-destruction effect that can pivot to land destruction when the table is enchantment-light, so the card is rarely a complete blank. That flexibility is honest about its own ceiling, because the two modes almost never matter in the same moment. When one problematic enchantment is anchoring an opponent's plan, the green answer is dependable; when nothing on the board is worth naturalizing, four mana to blow up a single land is a tempo loss dressed up as optionality, not a real second mode. The price is what dates it. Green has handed out enchantment removal at half this cost for most of the game's history, and the land-destruction rider does not justify the markup, since neither effect at this rate is something you want to be paying full retail for. What it never touches is the target green players most often wish they could hit (creatures sit outside its reach here, as do artifacts unless you read them as enchantments, which you cannot), so this is a spell that patches a coverage gap rather than solving a recurring problem. The result is clean and narrow: reliable when an enchantment or a key land is on the table, inert when neither is, and priced for a format generous enough to forgive a four-mana single-target sorcery.
