Invoke the Divine
Disenchant has sat at two mana with no rider for the game's whole history, the clean white baseline for naturalizing a problem permanent. This is that rate stretched by a knob: a third mana buys four life on top of the same destroy clause, and that four life justifies the extra pip. It reframes what has always been a purely reactive answer into one that also closes a little distance, which matters most precisely when the artifact or enchantment you are pointing at is part of a race rather than a puzzle to be solved at leisure. Where Disenchant spends a card on disruption and eats the tempo cost silently, this version hands back a clock's worth of life to soften the exchange. Targeting both artifacts and enchantments at instant speed keeps it live before you know what you are aiming at, so the lifegain reads less like a garnish and more like the premium a flexible answer charges for staying relevant against aggression. The design lineage is straightforward: white keeps reprinting the two-mana Disenchant effect and keeps testing what a small tax buys on top of it, and the four life here is the cleanest version of that experiment, an answer that also acts, however modestly, like a race card.



