Nantuko Calmer
Green has spent its history trying to make enchantment hate non-negotiable, and the standing problem is card economy: a dedicated Disenchant is dead weight when the opponent has nothing worth destroying. The answer here is to fuse the answer to a body. You play a 2/3 on curve, attack and block with it, and hold the sacrifice ability in reserve until a target you care about resolves. The construction is honest about what flexibility costs. Cracking it consumes the creature, so it is a one-shot removal spell wearing a druid's stats; the green pip and tap symbol mean it has to survive a full turn cycle before it can fire, since summoning sickness locks the tap activation until your next turn. Threshold nudges the body to a 3/4 once seven cards fill the graveyard, which is precisely the texture of deck (grindy, self-milling, graveyard-fueled) where a reactive creature like this already wants to sit. The flavor tracks the math: a Nantuko druid unmaking corrupting magic, growing as the dead pile up around it. What it represents is a recurring green proposition that returns again and again: convert a reactive answer into proactive board presence so the enchantment-hate slot is never a blank. This is a modest take on that template, capped by the sacrifice clause and the single enchantment target, but the shape (creature now, removal later, no card disadvantage on an empty board) is one green has kept reaching for.
