Fiery Bombardment
Chroma here turns a creature's own red pips into ammunition, and it makes the deepest red cards into the best shells to fire. A mono-red beater with a costly pip count detonates for a damage total most two-mana enchantments cannot reach, while a colorless artifact creature or an off-color body fizzles into a sacrifice that pays for nothing. That asymmetry is the whole design: the payoff scales with how committed the sacrificed creature is to red, so building around this means stocking creatures whose mana costs are loud rather than efficient. The engine recurs as long as you keep feeding it: pay the activation, sacrifice a body, and point the result anywhere, face or creature or planeswalker. Chroma counts symbols across the printed cost rather than anything about the creature on the battlefield, so it rewards densely-pipped designs and quietly punishes the cheap utility creatures that usually fill a sacrifice deck. The tension runs against itself: the bodies that make the best fuel are the ones least efficient to cast, so a deck that wants big shots is a deck paying full price for unwieldy creatures. It is a niche reward for a tribal commitment to red mana symbols, an enchantment that only fires well in a deck already shaped around it.
