Toil to Renown
The lifegain here is keyed to a stat nothing else in green tends to track: tapped permanents. Most lifegain scales off something you do (deal damage, draw cards, play creatures); this scales off a board state you have already committed to combat. Swing wide with an attacking force, tap your lands for the spell, and the count that pays you off is the same one your opponent is staring down. That makes it a midcombat reward rather than a setup card, an awkward fit for a sorcery: the count peaks the moment your attackers and lands are all tapped, but you cannot cast it then, so the natural line is to attack, let the board tap out, and bank the payoff on a later main phase, or simply hold it for whichever turn the board is maximally committed. The result wants a go-wide green deck running tapped artifacts and creatures it can count on demand, an oddly specific set of conditions for a two-mana common. It reads as an experiment in tying a payoff to the tapped/untapped axis rather than to power, toughness, or card type, a hook that never found a deck willing to bend itself around the bookkeeping.
