Serene Offering
Enchantment removal that pays you in proportion to the threat you answer, and the lifegain rider is the whole story. The base effect (destroy an enchantment at instant speed for two mana) is a service rate as old as the game, the kind of card whose value floats entirely on how relevant enchantments are in a given environment. What this version adds is a clause that resolves alongside the destruction: as the spell goes off, you gain life equal to the dead enchantment's mana value. That is a quietly elegant piece of design tension. The bigger and more threatening the enchantment you answer, the more life you bank for doing it. A small aura nets you almost nothing; a top-end build-around hands you a meaningful cushion on top of the removal. That curve rewards holding the spell for the threat that actually matters rather than spending it on the first target you see. It is narrower than the all-purpose enchantment-and-artifact answers of the era, locked to enchantments alone, but in exchange the incentive structure is more interesting than the rate suggests: a removal spell that pays better the longer you wait for the right moment to fire it.
