Leaf Arrow
Green's perpetual answer to the thing it cannot block. Flying has always been green's structural weakness: the color trades away evasion in exchange for the biggest bodies on the ground, then watches a 2/2 with wings sail over the top. The fix has rarely been an instant this efficient. For a single green mana, this clears almost any flier worth playing, but the restriction is total and unmovable: it cannot point at anything that lacks flying. That is the whole bargain. Three damage is enough to kill nearly every evasive creature short of a dedicated finisher, and the cost is trivial precisely because the spell is dead in your hand the moment your opponent isn't fielding flying threats. Its ceiling is high and its floor is zero. The lineage runs through a long line of green anti-flying instants and the broader idea that green's removal must earn its color identity by attaching a condition the other colors don't carry. Green's other tool against fliers is reach, the keyword that lets ground creatures block what they cannot otherwise reach; this is the proactive counterpart, paying for its three damage with a target restriction narrow enough that the spell answers a specific threat rather than the board at large.
