Multani's Decree
Green has always had its hands on enchantment removal, but mostly in surgical form: Naturalize and its many ancestors pick a single target and answer it at common rarity. What this offers instead is the mass-removal version, the rare green expression that clears the whole table at once, and it bundles the sweep with a payoff. Where a one-shot answer fixes a single problem, this trades selection and timing for breadth, destroying every enchantment in play and refunding two life per kill. That life clause is the design tell: a board crowded with Auras or stacked with enchantment-based engines does not just get reset, it pays the caster a tax for having existed, which turns a clean answer into something closer to a tempo-and-resource swing. The cost of that breadth is sorcery speed and the lack of selection: it cannot be held up as a response, and it takes down your own enchantments alongside everyone else's, so it asks to live in a deck that simply does not run them. As a statement of green's color-pie identity, it shows the difference between how the color handles a single problem and how it handles a saturated board: not by picking the worst target, but by salting the earth and walking away healthier than it arrived.
