Three Bowls of Porridge
Every Food carries a sacrifice-for-three-life clause; this one buries that clause third on a list, front-loads two combat-relevant modes ahead of it, and stakes the whole design on a spend-once discipline. The "hasn't been chosen" restriction turns the artifact into a three-shot resource where each activation permanently retires an option, so sequencing is the entire game: ping a creature for two, tap a blocker on a later turn, then cash the last bite in for life. It is deliberately built to be drained across multiple turns rather than emptied at once, which is why it plays less like a Food you sacrifice on reflex and more like a slow removal-and-lifegain engine you meter out. The fairy-tale conceit (too hot, too cold, just right) maps onto the modality with more care than flavor usually gets: three bowls, three uses, each consumed as you go and never repeated. What holds the flexibility in check is the tap-and-mana cost stacked on an artifact that has to survive on the battlefield between turns to keep paying out: a single artifact-removal answer strands whichever bowls you never got to eat, so the design pushes you to spend it before it can be taken away rather than hoard options. The result buys its versatility twice over, once by making you commit to an order and once by refusing to let you take the same bite twice.
