Yes, i think i have an answer. So that i can make lower costed recover cards. I might have to rethink the flavor. But i have an idea that Recover cards cand put back cards from a graveyard with recovery. But that will also ruin the fun of it. So my second idea is just to keep all the recover cards at a kind of Vanilla level, so sometimes you might be able to recover a creature with recover and it will recover another creature with recover. and you will get creatures in play but they will be much easier to handle then say the other creatures in Limited.
That's a sensible limitation, keeping all the recover cards a high converted mana cost. It also might be a bad idea. Players will see this mechanic and look for the low cost recover cards (like with Alex's first reaction). When they don't find them, they will be disappointed, and a number of them will declare the mechanic 'useless' (even when it's quite fun/good/powerful).
Without intending it, you'll be offering something powerful, then taking it away. Some players resent being told a mechanic is too powerful for them to play with... they weren't playing with the mechanic to win the game, they were doing it to do wacky stuff and have fun, but the community can't be trusted so they suffer, and they're very unhappy about it.
You could, instead, just make the cheap recover cards not efficient (and/or transient). A creature that cost , comes into play, gains you 2 life, and leaves play at the end of turn would do a good job, temporarily chaining you into big cards, gaining you a bit of life, but preventing continuous board lock situations at the same time. I assume there's other ideas that would work, too.
Yes, i think i have an answer. So that i can make lower costed recover cards. I might have to rethink the flavor. But i have an idea that Recover cards cand put back cards from a graveyard with recovery. But that will also ruin the fun of it. So my second idea is just to keep all the recover cards at a kind of Vanilla level, so sometimes you might be able to recover a creature with recover and it will recover another creature with recover. and you will get creatures in play but they will be much easier to handle then say the other creatures in Limited.
That's a sensible limitation, keeping all the recover cards a high converted mana cost. It also might be a bad idea. Players will see this mechanic and look for the low cost recover cards (like with Alex's first reaction). When they don't find them, they will be disappointed, and a number of them will declare the mechanic 'useless' (even when it's quite fun/good/powerful).
Without intending it, you'll be offering something powerful, then taking it away. Some players resent being told a mechanic is too powerful for them to play with... they weren't playing with the mechanic to win the game, they were doing it to do wacky stuff and have fun, but the community can't be trusted so they suffer, and they're very unhappy about it.
You could, instead, just make the cheap recover cards not efficient (and/or transient). A creature that cost , comes into play, gains you 2 life, and leaves play at the end of turn would do a good job, temporarily chaining you into big cards, gaining you a bit of life, but preventing continuous board lock situations at the same time. I assume there's other ideas that would work, too.
Recover still needs to say whether it returns the creature "to the battlefield" or "to your hand".
I'm afraid the name is taken by Barter in Blood.
Seems a reasonable tweak on Sign in Blood though.
Updated the wording on some of the mechanics to make less text.
Increased damage to 6.
Edited to create a good playable enchantment for white. The power level of this card might be to good. so putting the cost at 2WW