Knight of Autumn
Maindeckable disenchant has always been a deckbuilding tax: you find room for artifact-and-enchantment removal you might never draw, then watch it rot in hand against opponents who run nothing to hit. This collapses that decision into a body. The destroy mode is the reason it exists, but the other two are what keep it live when there is no target: choose the counters for a 4/3 that swings, or bank four life against aggression. The card never reads dead because the choice waits until the ability triggers, after the board has resolved into whatever it is going to be. That deferral is the trick. A naked Disenchant commits to its job the moment you slot it; this one holds until it enters, so the artifact-light matchup turns it into a beater and the artifact-heavy one lets it kill a permanent and stick around to attack. The 2/1 base is the price, and the modality enforces it: the counters mode and the destroy mode are mutually exclusive, so no single copy gets to both remove a permanent and grow into a threat. What this design really did was pull flexible answers off the bench and onto the curve, the same instinct green-white modal creatures kept chasing afterward: pay a small rate premium up front to never draw a blank.



