Stomp and Howl
The conjunction is the catch. Green has always had clean single-target answers to artifacts and enchantments at a fair rate, but this one asks for two legal targets at once: an artifact and an enchantment, though a single permanent that is both can satisfy both targets. That "and" turns a flexible answer into a conditional two-for-one. Note the rules wrinkle, though: this is not all-or-nothing on resolution. As long as the spell is cast with two legal targets, it stays a legal cast; if one of them leaves before it resolves, the spell still resolves and destroys whatever target remains. The gamble lives at the moment of casting, not on the stack. The design logic is a tempo bet: you pay a premium in flexibility (you cannot point it at a lone artifact or a lone enchantment) to bank a swing in card advantage when the board offers up both at once. It is the same trade older multi-target cleanup spells made, the wager being that you will find boards where both halves connect rather than ones where you sit with a dead card. Green's enmity toward artifacts and enchantments is one of the color's oldest pieces of identity, reaching back to the earliest disenchant-on-a-stick designs, and this card pushes that hatred to its logical extreme by refusing to fire unless both kinds of permanent are present to be punished.
