Flourishing Strike
Anti-flying tech usually does nothing when the opponent has no evasion, and a straight pump spell is fine but rarely stands out on its own. Entwine reconciles the two: it lets a narrow reactive answer double as a proactive combat trick, so the slot never sits dead. Cast it cheaply as a pump when you're racing on the ground; cast it as five damage to a flier when you need to snipe something evasive; pay the entwine cost when the board wants both a swing in combat math and a flier dead in the same instant. That range is the whole design justification for pinning the removal half specifically to flying creatures: green already answers ground threats through combat, so the mode that closes green's structural gap (its poor reach against evasion) is the one that carries the damage, while the pump half rewards the go-wide, go-tall plans green already wants to run. Entwine is an old modal-spell idea revived here to solve a color-pie problem rather than to sell versatility for its own sake. Green pays a premium at instant speed for a piece of interaction it normally lacks, and gets a trick it can always fall back on as insurance when the flier never shows up.
