Stand Up for Yourself
White has spent its entire history without clean, unconditional removal, and the fixes it does get always carry a rider: exile only the tapped creature, only the attacker, only the thing with the highest power. This spell trades the color's usual conditional-destruction weakness for a power floor. Set the threshold at three and it answers exactly what white is least equipped to race: the fatties, the finishers, the midrange bombs that outsize a board of small white creatures, while leaving the mana dorks and utility one-drops untouched. That last part is deliberate. White's aggressive shells want their opponents' payoffs dead and don't much care about the chaff, so a gate that ignores small creatures costs the intended pilot almost nothing. The clause reads as a drawback but works as a filter, pointing the removal squarely at the board states where white historically falls behind. Instant speed matters too: holding it up lets you kill an attacker mid-combat or answer a haste threat the turn it lands, rather than clearing the way on your own turn like white's older sorcery-speed sweep-adjacent answers. What it cannot do is trade down into an aggressive mirror or pick off a problematic small utility creature, and that boundary is precisely where the design draws its line.
