Heritage Reclamation
Green's cheap spell-based disenchant is one of the oldest tools in the color: Naturalize and its kin have handed green a two-mana instant-speed answer to artifacts or enchantments for decades, no rider, no body, just the kill. The problem with that template was always the dead draw. Against a deck running neither permanent type, the card rotted in hand with nothing to do. This is the correction. The first two modes are exactly that classic single-target destruction, unchanged. The third mode is what earns the slot: graveyard exile stapled to a cantrip, so pointing the card at an empty board still replaces itself while it strips a flashback target, delve fuel, or a reanimation shell. The choice locks at cast, which is where the friction lives; you commit to one axis the moment it goes on the stack, so the flexibility is real but never simultaneous, and the graveyard mode still wants something worth exiling to justify the mana rather than firing purely to draw. What holds the design together is the floor. A green disenchant has never had a way to matter when the opponent isn't playing artifacts or enchantments, and this reaches for the graveyard instead, so the worst case is a fresh card in hand rather than a blank spell that has to sit. That is the whole shift: a color's oldest answer, finally given somewhere to point when its usual targets never show up.
