Heliod's Intervention
White's answers to artifacts and enchantments have historically capped at one target per card: Disenchant clears a single thing, Return to Dust answers two at sorcery speed, and the color's real blowouts arrive only through the symmetrical Wrath. This buys its destruction with mana instead, at instant speed, with a target count that grows exactly as fast as X does. At X=1 you clear a single problem; scale it up and the top end is a one-card sweep of an entire artifact or enchantment strategy, held back until the opponent has committed to the board. The modal alternative shows how this kind of scaling gets balanced: with nothing worth destroying, the same investment converts into twice X life rather than rotting in hand, a race-ending buffer against burn or aggression. That refusal to be a dead draw is why it earns a slot across the curve rather than languishing as a narrow answer. What lifts it past a scalable Disenchant is the instant-speed window on the destruction mode: hold mana open, let the opponent overextend into their engine, and unwind it in response instead of pre-committing at sorcery speed and hoping they walk into it. It is the catch-all white has always wanted and rarely gets, priced to track the game state as it develops.






