Druid of Purification
Group disenchant has always been a diplomacy problem more than a rate problem: a symmetrical wrath of artifacts and enchantments hits everyone, so the person casting it eats the political cost of blowing up the whole table's mana rocks and Rhystic Study copies. This body sidesteps that by making destruction a choice, one permanent per player, and by letting each opponent choose an artifact or enchantment you don't control. The result is a removal spell that runs on consent. You name your own worst offender, then every other player gets to volunteer the thing across the table they most want gone, and nobody can honestly blame you for the collateral because they picked it themselves. In practice that turns a would-be table-tax into a shared cleanup: the artifact ramp piece, the stax lock, the enchantment engine everyone quietly resents all get named without any single player owning the aggression. The 2/3 body is incidental; the design work is entirely in the targeting structure, which converts a symmetrical effect into a diplomatic one. Green has never lacked ways to smash a stone or an aura, and it does not need one here; what it lacked was a way to do it socially, to break parity on the whole board while reading as a favor rather than a threat. The single enter trigger is a one-time reset, not an engine, but a reset the table asks for is a very different card from one they resent.




