Hurricane
Green's original answer to flying, and the template the color has been retreating from for thirty years. The design logic is elegant and brutal: green is allowed to break the air for a price, and the price is that the spell hits you too. That symmetry is what licenses the effect at all. The X cost lets the spell scale into the late game when fliers have grown out of reach of ground-based answers, but the each-player clause forces the caster to either be ahead on life, be killing the opponent dead, or be willing to race their own board. Green's modern catalog has retreated to fixed-target versions precisely because the unrestricted symmetry was deemed too clean a solution to a problem green is supposed to struggle with: Windstorm is literally this spell with the player damage stripped out, and the color leans on one-shot answers like Plummet rather than reprinting the sweeper at full power. The closest true mechanical sibling lives in red, where Earthquake hits the ground instead of the air and Fault Line moves the same effect to instant speed. The card also doubles as a finisher in mono-green ramp, the secondary function the design quietly enables: once X is large enough, the each-player line stops being a drawback and becomes the whole point. A sweeper and a burn spell at the same address, sold to the color that, by the rules of the pie, should have neither.

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- 30th Anniversary Edition#196
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- The List#10E-270
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- Battle Royale Box Set#33
- World Championship Decks 1999#ml237sb
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- Pro Tour Collector Set#pp251
- Ice Age#249
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- Summer Magic / Edgar#202
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