Sarkhan's Resolve
Green's answer to evasion has always been secondhand: reach, a fight spell that risks your own creature, an oversized brute that trades on the ground and hopes the flier commits. What this offers instead is directional removal folded into a combat trick. Grounded boards get the +3/+3 line, a two-mana pump that wins a block or pushes a swing to lethal. When a flier appears, the same card becomes clean destruction against exactly the creature type green is worst at touching. The modality is the design. Green rarely gets to kill something at instant speed for two mana, so the removal half is fenced behind a keyword restriction narrow enough that it can never masquerade as generic spot removal, then stapled to a pump so both halves stay relevant somewhere. You are seldom overjoyed to hold either mode in isolation, but the card almost always has a live line on the board in front of you, and that is what lets a color with a genuine removal gap justify the slot. The pump keeps it working against grounded boards; the flying clause finally hands green a straight answer to the wings that have historically sailed over it.
