Hunt Down
Forced-block effects are one of green's oldest tricks for breaking a stalled board, and this is about the leanest version of the idea: a one-mana sorcery that nominates two creatures and makes the first throw itself in front of the second. Damage assignment is not part of the deal, so it carries no removal on its own. Because it resolves on your turn, before combat, it is a setup spell for your own attack, not a way to interfere with an opponent's: you pick an enemy blocker and a creature of yours it cannot survive blocking, then swing and let the math do the rest. Pinning the blocker also frees your real threat to connect elsewhere, so it reads as pseudo-removal that clears a defender while it eats one. The "if able" clause is the constraint that prices the effect down: a creature that is tapped, that has a restriction on what it may block, or that is otherwise barred simply won't, and the spell collapses into a card spent for nothing. That fragility is why this kind of forced-block never settled into green's permanent toolkit despite the obvious appeal; you are committing a card to a phase you have already entered, betting that a creature you do not control is legally able to do the thing you have ordered it to do. It rewards arranging the attack before you cast it rather than casting it and hoping the board obliges.
