Animist's Might
Fight spells have always priced their damage against return fire: you point your creature at theirs, and either the math favors you or your attacker dies in the exchange. This one rewrites the deal on both sides. Only your creature deals damage, so there is no counter-swing to survive, which turns a would-be gamble into clean, one-sided removal. And it doubles the output, so a modest attacker punches for a threat's worth of damage: the question stops being "does my creature win the fight" and becomes "can anything they control absorb twice my power." The cost reduction is where the design picks a lane. Discounting the spell when it targets a legendary creature you control ties it to whatever marquee legend the deck is already built around, and hands you cheap, sizable removal that scales with that creature's power. It also reaches planeswalkers, which older fight effects could not touch, quietly closing a gap that let planeswalkers sit outside green's usual range of answers. The sorcery-speed clause is what keeps it grounded: it wants your creature already on the board, it cannot ambush a blocker or respond to a combat trick, and it does nothing against an empty side of the table. This is green removal engineered for decks with a big legendary creature to lean on, converting the size of your best permanent directly into a discount and a kill.


