War Priest of Thune
Spot enchantment removal stapled to a 2/2 Cleric, and the bundling is the whole pitch. Narrow answers like Demystify or Erase have a chronic problem: against an opponent playing no enchantments they are blank cardboard, dead weight you would rather not draw. Tucking the effect onto a creature softens that worst case, because the floor is still a body that blocks and trades. The "may" on the trigger is what makes the package genuinely flexible: when there is nothing worth destroying you simply decline and keep a plain two-drop, instead of being forced to blow up one of your own enchantments to satisfy a mandatory effect. This is the design pattern that later cards like Reclamation Sage and Ravenous Chupacabra run on more broadly: take a piece of interaction that historically wanted to be an instant, accept that it now resolves on a body at sorcery speed, and pay for the tempo loss with the permanent left behind. The trade-off is real. The enchantment only dies on the way in, so there is no reactive window, no way to hold it up against something cast at flash speed, and once the Cleric has resolved the removal is spent. What you buy in exchange is an answer that never rots uselessly in hand: even when its destroy clause is irrelevant, it is still a creature, and white has always struggled to justify dedicating slots to enchantment hate that might never come up.



