If the enchantment was an aura, the game will require you to attach that enchantment to a viable target as soon as it re-enters (if there isnt one, the aura will immediately go to the graveyard)
On top of that, if you kick it, you have far more flexibility
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Note that there are no brakes here like once per turn or one class of spell like non-creatures
Simply put, this card does it all