Trip Wire
The joke lands before you ever cast it: this is a removal spell tuned to answer a keyword almost no creature in the game possesses. Horsemanship functioned as its era's unblockable evasion, confined to a walled garden of expensive curiosities that rarely stray beyond that pocket of the card pool, which means the target restriction here reads less as a tool you reach for than as a deliberate piece of design comedy. It belongs to the small tradition of removal pinned to a single creature characteristic, the kind of card whose practical ceiling is bounded by how many legal targets exist at all. What separates it from most green destruction is the mechanism: where the color usually negotiates its discomfort with killing creatures through fight spells or trample-backed combat, this one simply destroys outright, the price being that the price is the target line itself. It is a card built for a matchup it seldom meets, and that mismatch, the precision of the effect against the emptiness of the board it expects to face, is the whole of its character.

