Disorienting Choice
Green has always been one of the primary homes for artifact and enchantment removal, so this design does not open new color-pie ground. What it does instead is hand the removal decision to the victim and pay you only for what stays behind. A straight Naturalize wants the permanent gone; this card is happy either way, and often happier when opponents keep their toys, because the ramp scales one land per permanent left standing. That inverts the usual removal-versus-value tension into a genuine table decision for each opponent: feed the ramp or lose the artifact. It reads as a group-table design rather than a spot-removal spell, precisely because it never forces a clean answer. The lands arrive tapped, keeping this a develop-my-board turn rather than a tempo swing, and the sorcery speed reinforces that it is a proactive ramp piece wearing the clothes of interaction. This is the kind of symmetrical-choice effect green multiplayer decks have been circling for a while: politics as a resource, where the "removal" half is a lever you pull to get paid, and the table decides how much you collect.

