Matsu-Tribe Sniper
Anti-flier archery is the obvious read here: a tap-to-deal-one that only ever points at flying creatures, defensive insurance on a fragile body that green hands out cheaply. The interesting part is the rider stapled to all of this creature's damage, not just the activated ability. Anything it damages by any means gets tapped and skips its next untap step, and that trigger does not care whether the target flies. Block a ground attacker, deal your one combat point, and the survivor is frozen for a full turn while you rebuild. That makes the lockdown the real engine and the flying-only ping merely the cleanest way to enable it: you do not need a blocking exchange to set the snare if there is something in the air to shoot down. It is a control lever in green's clothing, a design that treats "deals damage to a creature" as a way to pin the board rather than clear it, which is unusual for a color that usually just wants the thing dead. The tension is that the lockdown reaches the whole board through combat while the free, repeatable activation is leashed to fliers; the ceiling is a recurring tap-down, the floor is a 1/1 that trades at the right moment. The gap between those two modes is the whole identity, a glimpse of repeatable creature control that green almost never gets to keep.
