Naturalize 2
Emblems are supposed to be forever. A planeswalker's ultimate is a point of no return precisely because emblems cannot be interacted with; the monarch designation changes hands only through combat or a fresh draw effect; city's blessing, once earned, simply persists. This card takes that entire category of untouchable off-battlefield state and drops it into the same interaction bucket as a Signet or a Pacifism. The target list is where the design happens: past the artifacts and enchantments a normal Naturalize hits, it keeps going into emblems, dungeons, trackers, any bookkeeping object sitting to the side of the board. It reads as a gag, and functionally it mostly is, but underneath the bit sits a genuine answer to a question the game usually pretends does not exist: what would it look like if the "you can't respond to this" parts of Magic were, in fact, respondable? The rate is deadpan about it. This costs exactly what an ordinary Naturalize costs, , and leaves the flavor text to explain that yes, you may cut a dungeon in half. No serious removal spell has ever treated a game's non-permanent state as destroyable permanents, because doing so would unwind assumptions the rest of the card pool leans on. Here is the one card willing to say the quiet part out loud and then destroy it.
