Call for Blood
The pricing here is the whole conversation. Removal that scales with the sacrificed creature's power is a clean idea: feed it a fattie and you have a kill spell that ignores indestructible by simply outclassing toughness, feed it a token and you have a mediocre shrink. But the spell asks for both a creature and , which is a steep tax for an effect that does not even hit the board itself. You are spending a card, a body, and five total mana to make one creature smaller, and the math only justifies itself when the sacrificed creature was already going to die or had a power total no normal removal spell could replicate. That is a narrow window, and the Arcane type (a hook for splice and other ninjutsu-era synergies) does little to widen it. The instant speed is the redeeming wrinkle: cast in combat after blocks, it can shrink an attacker or blocker enough to kill it outright by lending the sacrificed creature's power to the equation, turning a one-for-one trade into a tempo swing. As a design, it sits in the lineage of sacrifice-as-removal payoffs, the same conceptual family as cards that convert a creature's death into a directed effect, but priced as though the developers feared the power-scaling could get out of hand. They needn't have worried; the cost did the limiting for them.

