Superior Numbers
Removal that pays out for going wide, which sounds like a green idea until you notice how rarely it actually works. The damage scales off your creature count minus your opponent's, so the math collapses against any board even close to parity: a deck with the bodies to power it usually does not need the spell, and a deck behind on creatures gets nothing. It is removal that demands you already be winning the ground war to function, which inverts the usual reason you reach for removal in the first place. The design reads as an early attempt to give green a damage-based answer that stayed inside the color's strengths (numbers, swarm, the go-wide identity) rather than borrowing red's unconditional burn or white's exile clauses. The cost is the tell: two green pips for an effect that is enormous in the games you are already favored to win and dead in the games you need help. That conditionality explains why it never found a home; green's go-wide removal eventually arrived through fight effects and trample math instead, which at least let a single big creature do the work without requiring a board majority first.
