Venom Blast
The pump-and-bite is one of green's oldest tricks, but this one folds two effects into a single sorcery in a way that changes the sequencing math. Most bite spells ask you to size up a creature you already control before the damage; here the two +1/+1 counters resolve first and the damage is calculated off the new, larger power, so the pump is not a bonus riding alongside the removal but the thing that determines how much removal you get. Point it at a creature with a power-scaling engine and the bite half swings hard; point it at anything and you still get a permanently bigger body when the smoke clears. The "up to one other target" clause is the quiet flexibility: with no legal or worthwhile second target, it collapses into a clean four-mana growth spell that leaves a two-counter creature on board, which is the kind of dead-card insurance green bite effects have historically lacked. The sorcery speed is what pays for the doubled value: you cannot ambush a blocker or blow out a combat trick, so the whole package lives on your main phase, as a proactive tempo play rather than reactive interaction. That restriction is exactly why it can afford to both grow your board and remove a threat in one card instead of asking you to pick one.
