Hull Breach
Modal design at its most utilitarian: most disenchant effects make you pick a single target or pay a premium for flexibility, and this one folds three answers into a single cheap spell. The first two modes each spend a card to handle one permanent, which is the going rate. The third mode is the reason the card exists: when an opponent has committed both an artifact and an enchantment to the board, you spend one card to break two. That two-for-one is the card's real ambition, the thing that lifts it above the long line of single-target naturalize effects, and out of a color pair where Gruul and Naya decks have always had both halves of this answer but split across different spells. The catch is structural. As a modal sorcery, you commit to a mode as part of casting, so you choose blind to whatever the opponent does afterward, with no instant-speed window to wait until the board tells you which permanents are worth killing. And the third mode is only ever as good as the opponent's willingness to deploy both permanent types worth destroying: against a creature deck with neither, the card sits dead in hand. That is the tension the rate is paying for. When both conditions line up (a board holding an artifact and an enchantment, and the foresight to name them on the stack), few two-mana answers trade up this efficiently.







