Seam Rip
White has always had cheap, temporary removal built on the enters-and-leaves loop that Journey to Nowhere pioneered: exile a threat, tie its return to the enchantment's survival. The wrinkle here is the mana-value cap. Where broader O-Rings in this mold can grab anything nonland, this one only touches permanents of value two or less, which narrows it from a catch-all answer to a targeted early-curve interdiction tool. That restriction is the price of the single white mana: it lands on the small end of the board (mana dorks, aggressive one- and two-drops, cheap utility creatures and artifacts) and cannot pretend to be a clean answer to the four-drop that actually threatens to end the game. The temporary nature cuts both ways, as it does across the whole enchantment-removal family: destroy the enchantment and the exiled permanent returns, which turns it into a liability against decks that can trade for enchantments or blink their own board back. As an enchantment rather than an instant, it also opens itself to interaction white's older instant-speed exile never faced, sitting on the battlefield as a permanent that can be answered on the opponent's terms. It is a piece built for tempo against small, early threats, priced accordingly, and honest about the range it cannot reach.
