Tornado Elemental
Green has always been told it cannot interact with fliers on its own terms, and few cards answer that complaint as literally: a fatty that lands and immediately scours the air clean. The 6 damage on entry is calibrated to outright kill the dragons, angels, and evasive bombs that green's ground creatures otherwise stare at helplessly, while sparing the grounded board. That alone would make it a hammer against flying-based strategies, but the second clause is the more interesting design: the ability to assign combat damage as though it weren't blocked lets the 6/6 push its full damage to the defending player or planeswalker, ignoring not just toughness (the way trample would) but the blocker entirely. A chump still survives the block, but it absorbs nothing; the attack lands as if the wall were never there. The combination is a deliberate statement about how green is allowed to break parity. It does not gain flying, does not gain reach, does not learn to defend itself; instead it answers the air with a one-time burst and answers the ground by refusing to let chumps function as a tax on its damage. The entry damage hits every flier symmetrically, yours included, which is the cost that keeps the trigger from being free in a deck that wants its own evasion. What you get for the price is a green card that addresses two of the color's structural weaknesses at once, on a body large enough to close the game shortly after it arrives.




