Consecrated by Blood
An Aura asks you to spend a card and a turn on a creature that an opponent can two-for-one with a single removal spell, so most of them justify the risk with an effect splashy enough to win the game outright. This one takes a more defensive route: the +2/+2 and flying turn a body into an evasive threat, but the granted regeneration ability is what the whole package is built around. The catch is the fuel. Regenerating costs two other creatures, which means this only protects your investment if you have a board wide enough to feed it, and every activation shrinks that board. That tension defines it: it is at its best in a deck already happy to convert bodies into value, where the sacrifice line doubles as a way to trigger death payoffs while keeping your enchanted creature alive through a removal spell or a bad block. On a token engine the math works; on an empty board the regeneration clause is dead text and you are left with an overcosted flying anthem stapled to one creature. Black has rarely wanted its Auras to hold the line rather than close the game, which makes this an unusual entry in the color's pump-spell history: protection sold at the price of attrition, payable only by an army.
