Nature's Way
Green's long line of fight spells (Prey Upon, Pounce, and their kin) built a self-harm tax into the color's removal: to kill something, your creature traded blows with it and ate a counterblow in return. This rewrites that contract. The damage here runs one direction, a bite rather than a fight: your creature deals its power to theirs, and theirs deals nothing back, because the spell only instructs your creature to deal damage. There is no clause pointing damage the other way, so no return blow to survive. Vigilance and trample are not there to make the kill cleaner; they sit on the creature until end of turn so the same body can still attack profitably and carve through a blocker afterward. That is the asymmetry: green gets its removal without the bruise it used to pay for it. The price is structural. The damage is tied to your creature's power, so you need a board worth pointing, and a small creature kills nothing big. The keywords are temporary and the spell is sorcery-speed, so this is a proactive removal play that wants you ahead on the battlefield, not a reactive answer held up at instant speed. It is the green removal designer's resolution to a problem the color carried for years: how to let it kill things efficiently without the reciprocal punishment that defined its earlier fight cards.




