Slay
Color hosers split into two grades: the ones that punish you for splashing a color, and the ones that demand your opponent be built on it. This belongs to the second, the most extreme corner of the design space, because its target clause refuses to fire at anything that is not green. The reward for that narrowness is generous: hard removal that strips regeneration and replaces itself with a card, so the only cost of casting it correctly is the green creature you are pointing it at. That conditional is the entire bargain. Against a green deck full of fatties and regenerators it strips a body and refills your hand in one motion, never feeling like a sideboard card you grudgingly drew. Against anyone else it is inert: with no green creature in play, there is no legal target, so the spell cannot be cast at all and the promised cantrip never arrives. The draw is welded to a legal target, which is what makes the feast-or-famine swing so total: you either get the removal-plus-card package or you get nothing, with no consolation prize for the misfire. An early-era cycle of these mono-color assassins paired each enemy color against a single victim, and this is the black entry aimed at green. It is hosers reduced to their underlying logic: the cheapest way to print unconditional removal has always been to make the condition someone else's problem.






