Rites of Initiation
For a single red mana you pick how many cards to convert into power, but you do not pick which ones: each card thrown away adds a point to every creature you control, and the discard is random, so you commit the entire grip and accept whatever the shuffle takes. You cannot keep the bomb and pitch the dead lands; the choice is how deep to go, not what stays. That makes it a spell for a hand already spent, a fistful of cards an aggressive go-wide deck would rather cash for damage than hold. The instant-speed window does the heavy lifting: it resolves after blocks, after the opponent has committed bodies to the fight, so a stalled or even-looking board flips to lethal in the one moment they can no longer add a blocker. The math runs in one direction (only power, only your creatures, only this turn), which is why it functions as a kill rather than a combat trick. You cast it on the turn the cards in hand are worth less than the damage they buy, and you empty the whole grip for a single attack.


