Primeval Light
Most green answers to enchantments settle for one permanent at a time: Naturalize and the various single-target disenchant effects are built for the world where one problematic card is the issue. This is built for the opposite problem, the player who has assembled an entire strategy out of enchantments and dares you to find enough one-for-one removal to dig it out. Point it at that player and the auras, the pillowfort, the lockpieces, the enchantment-based engine all fall in a single resolution. The design hinge is that it sweeps every enchantment a chosen player controls rather than picking off one permanent, so it cannot split the difference and leave the inconvenient ones standing: it is all or nothing on whoever you name. And the target is a player, not an opponent, so naming yourself is a real line in the corner cases (clearing your own field when your enchantments have outlived their use, or breaking out of something your own permanents have locked away), even if pointing it across the table is the default. The cost of that wide sweep is total dependence on concentration: against a board with no enchantments it does nothing, and against a single enchantment it is a clumsy, overpriced disenchant. That makes it a hate card rather than a maindeck answer, useful only when enchantments pile up heavily on one side. It trades the flexibility of a one-shot disenchant for a ceiling those one-shots can never reach.
