Stingerfling Spider
Anti-flying tech with a body that actually wants to stay on the ground. Most dedicated flier-hate from green's early years leaned on reach alone, or on cheap, fragile creatures that killed a flier by trading their lives away; this folds both jobs into a single 2/5. The toughness is the quiet half of the design: it walls off ground attackers all day while the reach lets it block anything in the air, so even once the enters-the-battlefield trigger has resolved, the card keeps earning its slot in combat math. That trigger is conditional in the kindest way. If your opponent has no flier, you still keep a sturdy blocker; if they do, you have answered their best evasive threat the moment the spider arrives, at no extra mana. The "may" is doing real work here, and not the way it first looks: the threat is not a wasted trigger but a forced one. Without the optional clause, a board where your own fliers are the only legal targets would compel you to blow up your own creature; "may" lets you simply decline. The result is the kind of clean, single-shot answer green is usually denied: removal that is not really removal, just a creature that happens to remove something on the way in. The ceiling is modest, the floor is high, and the body never rots in hand against the wrong opponent because it is worth playing on its own.





