Urgent Exorcism
White's enchantment removal usually arrives with a string attached: a sorcery-speed clause, a Disenchant that hits artifacts too but nothing else, a hard split between Naturalize-style answers and creature kill. The wrinkle here is the second target type. Stapling Spirit destruction onto an instant-speed enchantment answer turns a narrow utility spell into something that flexes against an entire creature type, and Spirits are not an arbitrary pick: they cluster in white and blue tempo decks, where an evasive flyer is exactly the threat a reactive deck wants a clean answer to. The cost is the flexibility itself. Neither half is general-purpose removal; a Spirit-light, enchantment-light board leaves the card stranded, and that conditionality is what keeps an instant-speed kill spell at two mana from being a generic staple. It lives in the design tradition of the targeted hoser: the answer card tuned to punish a specific archetype rather than to trade up across the board. The Spirit clause is the tell. Most narrow answers name a permanent type and stop; pairing enchantment destruction with a tribe means the metagame this was built to police had a creature type worth naming on the card itself, which is a rarer thing to commit to in print than it looks.
