Tranquil Path
Mass enchantment removal had long been a white or colorless province: Tranquility on the green side could only ever clear the class wholesale at the cost of leaving a useless husk in hand against an empty board. The wrinkle here is the cantrip stapled to the back. Green has answered single noncreature permanents for ages, from Naturalize on back, but those are point removal that rot in your grip when there is nothing to point at. Folding a card draw into the spell solves that specific dead-card problem: even when the opponent has committed no enchantment, you cast it as a five-mana cantrip and replace it, so it never sits as a stone. What the draw does not buy back is tempo. Five mana at sorcery speed to wipe enchantments and refill one card is a brutal rate against any enchantment that does its work the turn it resolves; the cantrip preserves your card count, not your board position, and against an aura that already swung a game you are paying full freight to clean up after the fact. That is the bargain the design strikes: a green sweep that resolves a whole troublesome category in one cast and guarantees you a card on the way out, in exchange for being slow enough that it answers commitments rather than races them.
