Selesnya Charm
The interesting line is the second one, and the gate it carries: exile, but only against creatures with power five or greater. That restriction is what lets a two-mana instant carry exile removal at all. Exile sidesteps the indestructibility, regeneration, and death-trigger recursion a fat finisher usually leans on, so the answer is clean precisely where clean answers matter most, against the haymaker you cannot afford to trade with. The cost is the floor: the mode is dead against anything smaller, which is why the design hands you two other lines. The first pushes a creature for +2/+2 and trample to close a race or break a board stall; the third makes a vigilant 2/2 at instant speed, a body that can block this turn and attack the next. No single mode is premium on its own, which is what the format's charm template trades away in exchange for flexibility held open until the moment of casting. Each mode answers a distinct game state (advancing damage, holding the line, removing a threat too big to block), so the card rarely sits dead in hand even as it asks you to read the board before you commit. The five-power requirement is the discipline that earns the rest; an unconditional two-mana exile in these colors would warp far more than this conditional one ever could.




