Katabatic Winds
A green hate enchantment built around a single observation: in mid-90s Magic, "flying" was the shorthand for "evasion the ground deck can't profit from," and green was the color with the most ground and the fewest answers. Rather than hand green a flying-blocker or a reach package, this shuts the keyword off at the structural level: anything with flying cannot attack, cannot block, and cannot tap for its activated abilities while the enchantment sits in play. That last clause is the underrated piece, neutering flyers that win through utility taps rather than combat. Phasing is what stops this from being an outright lock: instead of asking the opponent for a one-time removal answer, the enchantment leaves the game every other untap step, opening a predictable window where flyers function normally before it phases back in. The result is a soft lock with a built-in heartbeat, asking the controller to time aggression around the off-beat rather than relying on the effect being always-on. It is a clean example of the era's experiment with phasing as a balancing lever rather than a gimmick: a powerful continuous effect made fair by being intermittent. A narrow, color-pie-honest card, the kind green gets to police a mechanic it was deliberately denied access to.
