Relic Crush
Green's history with artifacts and enchantments is a history of cheap single-target removal: Naturalize and Disenchant before it answer one threat for two mana and ask nothing more. This pays for a wider reach in raw cost rather than restriction. The second target is optional, so it never sits dead against a board with only one thing worth killing, but you are buying a ceiling, not efficiency. The instant speed does the quiet heavy lifting. A two-for-one at sorcery speed asks you to commit on your own turn; held at instant speed, it waits until an opponent taps out or adds a second artifact to the board, then dismantles both in a single response. That patience marks the difference from the long line of green naturalizers that trade one-for-one. It is a blunt card with a precise application: not the answer you reach for when you need cheap interaction, but the one you want when the table has built two engines and you have the mana to break both before either delivers its payoff.





