Minion Missile
Unconditional creature removal in black usually routes its cost somewhere: the sorcery-speed lag on the Doom Blade line, a discard clause on edict-adjacent effects, life paid on the heavier kill spells. Here the tax is paid up front and by choice, which is the whole design. The additional cost forks between sacrificing a creature and discarding a card, so the spell fits two decks that want opposite things: an aristocrats build treats the sacrifice as an asset, feeding a death-trigger engine while it kills, and a graveyard or reanimator shell treats the discard as a benefit, pitching the exact card it wanted in the yard anyway. Neither cost is a real cost to the deck built to absorb it. On top of the kill, the two damage to that creature's controller nudges the spell toward a role most destroy-effects never carry: incidental reach in a deck otherwise built around grinding attrition, chipping at a life total across a game where these effects stack up. It kills anything, refuses to hit the wrong target the way sacrifice-a-creature edicts do, and asks only that you already hold a resource you were happy to spend. The friction is deliberately pointed at a place a well-built black deck was already going to feel nothing.
