Pick Your Poison
Green's disenchant problem, solved by giving the color the choice it never had. Green has never lacked the ability to destroy artifacts and enchantments (Naturalize and its dozens of variants reach back to the earliest sets), but those effects were always locked to a target: draw the removal, hope the board offers something to point it at, or watch it rot in hand. Folding three answers onto one modal sorcery means the card is rarely a dead draw. If the opponent runs no artifacts, name enchantments; if neither, the flying clause becomes an edict aimed at evasive creatures. That last mode is the quiet twist. Green already shoots down fliers with Plummet effects, but those are targeted destruction: they whiff on hexproof and they need a flier on the board the moment you cast them. Reframing the answer as a sacrifice edict changes the axis. Because it says "of their choice," it always connects against an opponent holding a single flier (they have nothing to hide behind), but a wide board lets them feed you their least valuable permanent and keep the one you feared. So it answers the category rather than the individual: reliable against a lone threat, softer against a crowd, and immune to the protection tricks that blank a Plummet. For one mana, that flexibility is the entire pitch. A single-mode Naturalize blanks too often; three modes stapled together almost never does.



