Airship Crash
Green's answer to the fact that its natural predators fly. Green has always struggled against the air: it fields the biggest ground bodies in the game and then watches an evasive flier chip it out from above. Naturalize-style effects handle the artifacts and enchantments green is entitled to blow up, but the third clause here is the interesting concession, letting green destroy a creature outright as long as that creature has flying. It is a color-pie carve-out dressed as a Disenchant: green does not get to kill your two-drop, but the moment a threat leaves the ground it becomes fair game, which is exactly the axis green cannot cover with combat alone. The instant timing matters more than the modest cost, since it turns the spell into a combat answer rather than a proactive one; you can hold it up and let an attacker commit before deciding whether to trade a card for it. Cycling is the release valve that keeps a narrow answer from being dead weight in the games where the opponent stays grounded and artifact-light, converting a whiff into a fresh card at a price you are usually happy to pay in the late turns. That combination, a flexible answer with a floor built in, is the modern template for a color's utility removal: cover the color's structural blind spot, gate the generous mode behind a keyword the color is allowed to punish, and refund the card when the matchup renders it moot.
