Peace and Quiet
Disenchant has always been white's baseline answer to a problematic permanent, but it costs one card to remove one card; this matches it on cost (the same two mana, the same single white pip) while clearing two enchantments at once. That doubling is the entire premise, and it pins down exactly the kind of board this card was built to police. The design tension is the one white enchantment removal always lives inside: a flexible single-target answer is almost always playable, while a forced double-target answer is dead weight unless the opponent has stacked enchantments against you. The instant speed matters more than the count. It lets you hold up the response and punish an opponent who overcommits a second enchantment into the same turn, rather than spending a sorcery-speed window guessing which one to hit. The mandatory "two target" clause is the friction that prices the doubling honestly: you cannot fire it at a single problem permanent the way you can with broader removal, so it asks you to wait for the right board state rather than react on instinct. The card is sharpened for one kind of opponent, an enchantment-dense one running engines or lock pieces, and goes dull against everyone else.
