Druid Lyrist
Green's enchantment removal has always come stapled to a body, and this is among the cheapest versions of the deal: pay the green mana up front for a 1/1, then cash it in later when something worth destroying shows up. The structure is the appeal. Naturalize and its kin spend a whole card on the answer and ask you to draw it at the right moment; this one walks onto the battlefield as a one-drop and waits, holding the threat of a sacrifice-activated enchantment kill until the opponent commits something to the board. The friction lives in the activation cost, which demands another green mana plus the tap, so the destruction is never free and never available the turn it arrives. But once summoning sickness clears, there is no timing restriction printed on the ability at all: you can hold the threat up through the opponent's turn and crack it in response to whatever they do once their enchantment has resolved, which turns a sleepy one-drop into a piece of reactive interaction it has no business being on rate. That instant-speed window is the part of the design that pays for the slow start. It belongs to a long line of green creatures that double as removal in reserve, all built on the same wager: a warm body now plus a conditional answer later beats a dead card in hand against an opponent with no enchantments to point it at.
