Assert Perfection
Green's fight spell, restructured so the pump and the trade happen in the same breath. Traditional fight cards make both creatures swing at each other, which means your attacker absorbs a return blow; this rewrites the exchange as one-directional, letting your creature deal its power to an opposing creature without taking damage back, closer in structure to Rabid Bite than to a symmetrical fight like Prey Upon. The +1/+0 is the wrinkle that makes the math work: it nudges your creature over the toughness threshold of whatever you are trying to kill, turning a stalled trade into clean removal. The optional targeting ("up to one target") is where the design earns its flexibility. When there is nothing on the other side worth killing, the card still resolves as a pump spell with no enemy target, a way to push a point through combat math or lift your creature past a blocker's toughness. What it will not do is intervene in combat itself: as a sorcery, it commits on your main phase, telegraphing the removal before blocks are declared rather than ambushing an attacker or blocker. That sorcery-speed clause is the real cost here, keeping a power-based, one-sided kill spell honest by forcing it into the open. The result reads narrow and plays broad: a one-sided removal spell folded into two mana, with power-scaled damage doing work a fixed number never could against a growing board.
