Display of Dominance
Green has always been the color that smashes artifacts and enchantments; what's unusual here is the right to point that destruction at a planeswalker, an axis green has rarely been allowed to touch outside of combat. The first mode reads as a color-gated removal spell with one expanded clause: blow up a blue or black mana rock, a problematic enchantment, an artifact engine, or a walker, with the color restriction doing the work that keeps it from collapsing into a generic Disenchant. The second mode is the situational half, a one-turn umbrella against targeted removal and bounce that makes your board untouchable by blue and black spells while a green deck commits to a developing position. What ties the two halves together is the color cone: this is a sanctioned green weapon aimed squarely at the colors that specialize in answering green's threats from outside the red zone, whether by killing the permanent or by denying their answers a target. Instant speed is the load-bearing detail for both modes, letting it sit in hand as a reactive trap rather than a proactive removal spell you have to spend on your own turn. The price of that flexibility is the narrowness: against a board with nothing blue or black on it, the card is a blank, and that conditionality is exactly what keeps a cheap modal answer from creeping toward oppressive.
