Wear Down
Naturalize is the reference point, though not the strict upgrade the rate suggests: this trades away instant speed for a Gift decision on the front end, and the sorcery restriction matters against a green player who wants to answer artifacts and enchantments on the opponent's turn. What it adds is Gift, the mechanic built to make generosity a resource. Cast it clean and you get the blunt, unconditional destruction green has always had. Attach the promised gift and the spell splits, killing two permanents instead of one. The arithmetic is where the decision lives: without the gift you are one-for-one; with it you spend a card and let an opponent draw to destroy two of theirs, which nets a 2-for-2, not free value. That balance is what keeps the gift honest. It only pulls ahead on tempo and board presence when there are genuinely two problem permanents worth answering; when there is only a single target, promising the gift isn't even worthwhile, so the choice never arises. So the spell asks a question every cast: read the board, count the targets, decide whether the second kill is worth the card you are giving away. Green's answers in this slot have historically been flat and reactive; grafting a Gift choice onto one turns it into a spell you have to think about before it resolves.

