The power doesn't have to mechanically kill the minion. For Gm villains, it is enough that the side effects of the power *say* a minion dies.
Curse: 5d6 transform (normal to cursed), Gestures, incantations, side effects (nearest minion dies). And done.
Many years ago I remember there was a thread on the old boards where everyone was proposing writeups for powers that would destroy a planet. I recall one submission was something along the lines of
"Badass Dude": +5 to Pre, 1 consumable charge, Never Recovers (Planet you are standing on)
Everyone agreed that wasn't really what we meant, but it *was* mechanically sound.....