Protector of the Wastes
White has always answered artifacts and enchantments better than any other color, but almost always through destruction: Disenchant and the long line of noncreature-permanent removal that dumps the target into the graveyard, recoverable and reusable. Here the same job runs through exile instead, stapled to a body that can trigger it twice. The enter-the-battlefield ability hits up to two permanents controlled by different players, a multiplayer-shaped restriction that turns what would otherwise be a two-for-one against a single opponent into a political instrument at a table of four: you cannot double up on one seat, so the trigger forces a choice about whom to punish. The monstrosity activation then reruns the whole effect, pumping the flyer to an 8/8 while clearing two more artifacts or enchantments on the way up. The design leaves the removal on a permanent that keeps threatening after the answers are spent, so it never rots into a dead draw once the board is clean; it simply becomes a large evasive attacker with a monstrosity ability held in reserve. Read the "different players" line twice, because it is where the seat this dragon was built for shows through: generous when three opponents share the table, deliberately clumsy anywhere the pod shrinks. That clause is the tell for the kind of game the designer had in mind, where removal is not just a card advantage question but a diplomatic one.

