Consume Spirit
"Spend only black mana on X" is the line that pays for everything else. A drain effect that both burns and heals in equal measure rewrites a race the moment it resolves, so the design tax here is color purity: every point of damage and every point of life has to come from black sources, which fences the spell out of any deck that wants to splash a finisher and into builds that fund X off black symbols alone. That same clause was the balancing wheel on Drain Life back in Alpha, and this is the leaner take on the idea: identical dual-direction X effect, identical black-only funding, no spare text. The payoff is that the damage and the lifegain are always the same number, so one cast answers two questions at once: it removes a creature or burns out an opponent while pulling you back from the edge. In a color whose ramp comes from rituals and big land counts (Cabal Coffers, Nykthos, the whole Urborg engine), the black-only clause stops reading as a restriction and starts reading as a license to pour a heap of mana into a single hybrid kill-and-heal spell. It sits at the floor of black's tradition of converting surplus mana into a game-ending point of reach: the spell the color reaches for when it has more mana than it knows what to do with and needs that mana to do two jobs in one cast.

Rules text
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Other printings
- The List#DDC-56
- Duel Decks Anthology: Divine vs. Demonic#56
- IDW Comics Inserts#6
- Salvat 2011#64
- Duels of the Planeswalkers#20
- Planechase#21
- Magic 2010#89
- Duel Decks: Divine vs. Demonic#56











