Vengeful Rebirth
Recursion that scales with your curve, which is why it lives in ramp shells rather than fair midrange. The first clause is plain regrowth: pull anything back, lands included. On its own that effect costs two or three mana elsewhere, so nobody is paying six for the retrieval alone. The damage rider is what justifies the price and rewrites who casts it. Because the burn equals the returned card's mana value, the spell wants you reaching for expensive nonland targets: rebuy a seven-drop bomb, point seven damage at a face or a blocker, then recast the thing you just retrieved. The bigger your haymakers, the bigger the kicker, the inverse of how most flexible recursion spells stay cheap and modest. The self-exile clause is the brake that stops it from becoming its own loop engine: one return, one burst, and the spell removes itself rather than refilling the yard it just dipped into. Six mana at sorcery speed pins it to a deck that has already untapped into a big turn, but the payoff tracks the price, since the heaviest target produces the heaviest swing. Card advantage and reach fused into a single sorcery is a narrow design space, and this one commits hardest to the "fetch the haymaker and fling a copy of its mana value at something" plan that defines the splashier end of green-red value.




