Mire in Misery
The trick here is the "or enchantment" clause, and it does more than pad the target list. Edict effects have always had a structural blind spot: an opponent with a lone token, a lone chump, or nothing at all pays nothing, and against enchantment-based strategies (aura decks, Theros-style constellation shells, pillowfort builds sitting behind Ghostly Prison and Propaganda) a creature-only edict is dead. Widening the sacrifice to include enchantments closes half that gap. The other structural feature is the multiplayer scaling: each opponent sacrifices independently, so at a full table this is one card that strips a permanent off three players at once rather than one target off one. That is the axis that pays for the rate. What keeps it honest is the same thing that keeps every edict honest: the opponent chooses, so a board with a spare Servo or a stale Aura goes first, and the thing you actually want gone survives. It reads as a small, unglamorous piece of removal because it is one, but the design is a deliberate patch on a decades-old effect, extending the edict template to a permanent type that older versions like Diabolic Edict simply could not touch.
