Destroy Evil
White has long paid a tax for its enchantment removal, printing spells that answer auras and Gods but leave a straggling attacker on the board. The design here bolts a toughness gate onto a creature-kill mode: it will not touch a low-toughness beater or a mana accelerant, but the big midrange threats and finishers white struggles to grind through in combat all sit comfortably above the line. The logic is deliberate. White gets clean answers to the things it most needs help with (ground-based haymakers and problem enchantments) without also gaining premium removal for early aggression, which white has always been meant to fight through with its own bodies rather than trade down against. The toughness-4 clause does the quiet work, restricting the creature mode to exactly the fatties that outclass a white board and no more. The enchantment mode carries its own limit: it answers enchantments only, leaving artifacts to spells like Disenchant, so the reach here points at two specific problems and stops. Naming both modes on one card keeps both halves live: against a creature deck it points at the biggest thing, against enchantment-heavy strategies it waits for the payoff. It is the modern shape of a design white has circled for years: reach against threats above its weight class, small stuff still settled by blocks and races.





