Topple
White rarely gets to point at a creature and exile it outright, and this is the design that explains why: the removal is real, but you do not pick the target. The board does. Whoever has the biggest creature loses it, which means your opponent's bomb is fair game only when it is the largest thing in play, and your own beater is on the chopping block the moment it tops the table. That single targeting clause turns a clean answer into a tempo and timing puzzle: you want to fire it the turn after they commit a fattie but before you develop a bigger threat of your own, and a board with two equal-power giants hands you the choice as a consolation. The constraint is the whole point. It hands white unconditional exile, an effect the color almost never gets, then taxes it with a condition white cannot freely steer. Ties are the release valve the designers built in; once power values converge, the rigid "greatest" rule loosens just enough to let you aim. It is a piece of the late-Masques-block austerity, where white's answers came cheap but bent the player's hand toward symmetry and self-restraint rather than pure selection.
