Wing Snare
Destroy the dragon. That is the whole job, and the deliberate narrowness of it is the point: green's removal philosophy runs through combat (fight effects, reach, a trampling body overrunning a blocker), and unconditional destruction sits outside that lane. When green is allowed a hard kill, the design pays for the privilege by fencing it behind a target it is thematically entitled to solve. Flying is that fence, the one evasion keyword green's ground creatures chronically struggle to interact with, so a clause that would make this spell forgettable in white or black turns it into something green genuinely wants: a clean answer aimed precisely at the angels and flying beaters its own creatures cannot block. The sorcery speed matters as much as the targeting. There is no ambush of a midair attacker, no instant-speed blowout; you spend a main phase committing to the answer, which keeps it a reactive maindeck tool rather than a tempo swing. This is the template green keeps returning to: hand the color a hard answer, then bound it by a creature type or keyword so it only fixes the problems green is permitted to fix. Plummet and its kin are the same idea worn thinner; this is an earlier, slightly wider draft of the concept, costing one more mana but unbounded by the destroyed creature's toughness.





