Stolen Grain
The numbers are symmetrical by design: five damage out, five life back, all aimed exclusively at the player across the table or one of their planeswalkers. That last restriction is the whole reason the spell exists. By forbidding it from touching creatures, the design buys a clean ten-point life swing without ever functioning as removal, which is what keeps a six-mana sorcery from being a Drain Life that also stabilizes the board. It is a finisher dressed as a drain effect: late-game reach for a slow black deck that has weathered the early turns and now wants to convert a stalled position into a closed one. The life gain is not incidental padding either; it is the buffer that lets a control shell race back from a low total while pointing the damage at the only thing it cannot block. What balances it is the cost and the narrowness together: at six mana it arrives long after cheaper drain spells have done their work, and against a deck with no walkers it does nothing but burn the opponent's face and refill your own life. That makes it a top-of-curve payoff rather than an engine piece, a single decisive swing for a deck built to survive long enough to want one.

