Rite of Consumption
Sacrificing a creature to throw its power at a face turns a body you already control into a one-sided Fireball, and the conversion rate is the whole calculus: a creature's power becomes both a damage spike to the opponent and an equal swing of lifegain back to you, so the same number does double duty as clock and cushion. That dual payout is what sets it apart from a flat drain like Corrupt or a creature-burn spell like Soul's Fire, both of which leave the body intact. Here you pay with the creature itself, which makes the spell a natural closer for a deck already inclined to sacrifice: tokens you no longer need, a fattened-up attacker whose combat has been blanked, or a single oversized threat pumped specifically to be hurled. The lifegain is not a tacked-on rider; it doubles the life swing in any race, converting a topdecked sorcery into a finisher that also resets your own clock. The constraint is the sorcery-speed timing paired with the requirement of an existing board: it cannot ambush a blocker or be held up reactively, and it does nothing on an empty battlefield. What feeds it is a board assembled ahead of time, whether a wide aristocrats shell or a deck running one giant creature whose power has been pushed past what combat could safely connect. The damage scales with nothing printed on the card and everything sitting on your side of it.

