Tempest of Light
Instant-speed mass enchantment removal is rarer than the noun count suggests, and that timing window is the entire pitch. Disenchant trades one-for-one; Aura Shards works the battlefield piecemeal. This sweeps the whole category at once and does it on the opponent's turn, which is the difference that matters: holding it up lets you wait for a stack of Auras committed to one threat, then erase the investment before the alpha strike resolves. The catch is its blindness to ownership. Destroying all enchantments takes your own Pacifism, your own engine pieces, your own Ghostly Prison to the graveyard alongside the target, so running it means keeping your own enchantment count lean or accepting the collateral. That symmetry steers it away from decks built on enchantment value and toward boards that lean on creatures and artifacts, using it as a reset against the one axis they cannot otherwise touch. It is a narrow answer by design: dead against an enchantment-light opponent, backbreaking against a deck that has committed its game plan to permanents creature removal cannot reach.




