Hunter's Bow
Green's one-sided removal has a name and a heritage: the bite, descended from Rabid Bite, where your creature deals its power to theirs and nothing comes back, sidestepping the reciprocal damage of a true fight like Prey Upon. This packages that bite as an entry trigger on an Equipment, which changes the accounting entirely. The shot fires once, on entry (attach to your largest body, deal its power to a creature you don't control), and then the removal half of the card is spent. What stays on the battlefield is the object. That is the design pivot: green's bites have always resolved as an instant or sorcery that goes to the graveyard, a tempo cost you pay once and never recover. Here the tempo keeps paying out. Reach is the quieter half of the payload; green's structural blind spot has long been undersized ground creatures with no answer to fliers, and stapling reach to a beater turns it into permanent air coverage after the initial kill. Ward taxes whatever removal your opponent points at the wearer. The equip cost never re-arms the entry trigger (that only ever fires on entry); what it buys is mobility, sliding reach and ward onto a fresh body once the first one dies. So the card converts a spent bite into a durable equipment, front-loading the removal while leaving a keyword package that outlives the shot.

