Over the Edge
Two effects that share almost no strategic DNA, welded into one modal sorcery, and that mismatch is the whole design argument. Green has always paid full freight for its narrow answers to artifacts and enchantments, so the destroy mode alone would be a plain rate. The second mode is what makes the card sit differently, spending the same two mana to turn a creature into an engine: exploring twice at once means two shots at digging toward a land, two chances to bank +1/+1 counters, and meaningful control over what stays on top versus what feeds the graveyard. The double-explore compresses two explore events into a single cast, which matters because most explore effects arrive stapled to a body and resolve once. Here the effect is the payload itself, so it grows the board you already control rather than adding another creature to the count. The modality is the connective tissue: a green deck leaning on creatures wants the explore mode most of the time, but keeping a live answer to a problematic permanent attached to the same card means the slot never sits dead in hands where the graveyard-and-counters plan has nothing to point at. A two-mode sorcery that reads as filler and plays as a flexible pivot, because the floor (destroy something) and the ceiling (grow and dig) rarely fail at the same time.
