Storm the Citadel
Green already answers artifacts and enchantments as cleanly as any color: Naturalize is the archetypal do-it, no strings attached. What this does instead is fold that answer into the swing, so the destruction rides on connecting attackers rather than standing alone as removal. The +2/+2 upgrades a clogged board into a lethal alpha strike, and the granted trigger means every creature that lands combat damage on a player or planeswalker demands a payment in the defending player's artifacts and enchantments. It is Overrun's structural cousin, the team pump that ends games, retooled so the finishing attack doubles as artifact and enchantment cleanup. The design leans on the combat-damage clause: nothing dies unless a creature connects, so the card rewards the go-wide board green builds toward anyway rather than functioning as spot removal you can cast in a vacuum. That contingency is the whole trade. A five-mana spell that wiped every artifact and enchantment outright would be lopsided; making each destruction contingent on a separate creature getting its damage through keeps this a finisher first and a wrath second. Because each granted trigger picks its target after combat damage, a defender who chumps to save one artifact can still lose a different one to the next creature that punches through, whether by going unblocked or by carrying its damage past a blocker via trample. The number of things you can destroy scales with your creature count in a way most mass-removal never touches, and that upward-scaling axis is exactly the one green is built to exploit.
