Teferi's Care
Enchantment hate that arrives as an enchantment, which is the whole trick: the first ability can eat the card itself for fuel, so it functions as a self-contained Disenchant the moment it resolves, no extra permanents required. If you do happen to be running other enchantments, it becomes a repeatable threat of destruction, holding open the option to trade any one of them for an opposing one. And because it is an activated ability with no timing restriction, that destruction fires at instant speed, letting you wait for an opponent to commit before you answer. The second mode is the period's gold-card mandate showing through: a heavy blue cost gating permission against enchantment spells, an answer most white decks of the era could not comfortably pay without committing to a second color. What makes the design a snapshot of its time is the assumption baked into both halves: that fighting enchantments was worth a permanent slot rather than a flexible one-shot spell. The card converts the enchantment type into both ammunition and target, treating a single card category as a deckbuilding axis you opt into rather than a problem you solve with one card from hand. It reads as an answer keyed to a question the format eventually stopped asking: a layered, slightly overbuilt response to threats that rarely demanded this much dedicated machinery.
