Reclaiming Vines
Naturalize, green's standard "destroy an artifact or enchantment," costs two mana and answers two permanent types. This costs twice that and answers a third: land. The extra generic mana and the second green pip are not buying flexibility within the artifact-enchantment space; they are buying the land mode, which is the only reason to reach for this over the cheaper option. Green has always paid a premium for land destruction, and the trade is stark here: a removal spell that does nothing green decks can't already do for half the cost, with a single situational mode bolted on to justify the markup. That mode matters in the moments it matters (a manland, a problematic utility land, a deck whose engine lives on one nonbasic), but it asks you to hold a four-mana sorcery against the chance that the relevant target shows up. The design tension is that the third option rarely earns its rate, and when it does, you have usually already spent the turns it would have answered. The effect reads as upside on paper and plays as a tax at the table: you pay for the land mode every time and collect on it almost never.

