Rust Scarab
The disenchant here is not a spell you cast; it is a threat you swing with, and the opponent is the one who decides whether it goes off. A 4/5 body in green is sized to attack into most of what it meets and trade up, but the destruction clause only fires when the defending player commits a blocker. That inverts how green normally answers artifacts and enchantments: a Naturalize is cast on your own clock, mana paid to kill a known target. This one makes the opponent choose their own loss. Block the Scarab and their Signet or their Pacifism cracks; wave it through and they eat four. The honest limit is that a defender can simply decline to block and pay in life, which means the ability is a tax on combat rather than reliable removal. It bites hardest when the body is large enough that blocking looks correct and the permanent on the other side is worth more than a chunk of life. What you are really wielding is a piece of combat math dressed as utility: the destruction happens because the opponent decided a block was worth more than the artifact you were promising to break. It is a green attacker for the player who reads exactly what the other side cannot afford to keep on the board.
