Song of the Dryads
What makes this aura strange is that it doesn't remove anything: it redefines what the target is. The enchanted permanent stays on the battlefield, but it becomes a colorless Forest, producing green mana and nothing more. A commander turns into a mana source; a game-ending artifact becomes a glorified rock. Green's real historical gap has never been answering artifacts or enchantments (it is the best color at that) but reaching the things those tools can't touch: planeswalkers, opposing lands, the occasional must-kill creature green is supposed to fight with bigger bodies rather than spells. Type conversion threads that needle. Because the effect rewrites the type line rather than destroying the object, it sidesteps indestructible, sacrifice-trigger protection, and any "when this dies" payoff the controller built around: there is no death, only a demotion. The cost of that elegance is the aura's own fragility. Anything that destroys enchantments hands the original permanent back fully intact, and in the meantime the target's controller has been collecting a Forest's worth of mana, so the removal doubles as a small gift to the player you aimed it at. That tension (a universal, color-pie-legal answer that green was never given through outright destruction, paid for with persistence and a trickle of mana to the opponent) is the whole design. It gives green a clean way to neutralize permanents it could never kill, without ever letting it actually kill them.





