Liminal Hold
The Oblivion Ring lineage, dressed in white's most familiar sweetener. This is the color's flexible catch-all: it hits any nonland permanent an opponent controls, so one card answers a creature, a planeswalker, an artifact, or an enchantment without committing to which it needs to be until it enters. The exile is conditional in the way this whole family is: the removed permanent returns the moment the enchantment leaves, which turns a clean answer into something closer to a lease. Destroy the Hold and you get your threat back; that fragility is the price for the breadth. The two life is the small tax-relief white attaches to its interaction to keep the tempo loss from stinging against fast starts, the same instinct behind pairing lifegain with removal elsewhere in the color. Where earlier members of the lineage used templating that let an opponent respond to the exile trigger by destroying the enchantment and stranding the target in exile forever, the "until this enchantment leaves the battlefield" wording closes that loophole: the permanent is only gone as long as the Hold is on the battlefield, so answering the enchantment always returns the card. The separate "up to one" clause solves a different problem, letting the Hold resolve on an empty board and simply bank the two life rather than fizzle. That flexibility has a real cost: the exile is a one-time enters-the-battlefield trigger, so a Hold that comes down empty stays an inert lifegain enchantment. Not the fastest answer white has, nor the most permanent, but among the most agnostic.
