Krovikan Rot
Most removal works around a creature dying; recover instead triggers off your own creatures hitting the yard, which turns this into a kill spell that comes back precisely when the rest of your board is collapsing. The power restriction (only two or less) is the constraint that pays for the rate: it cannot touch anything large, so it works as repeatable cleanup for mana dorks, tokens, and the small early threats an attrition deck wants ground away again and again. The recover cost is steep enough that you are not getting it back for free, and the all-or-nothing clause gives the card its texture: decline the payment and it is exiled, gone from the loop entirely, so every creature death of yours becomes a small decision about whether one more cheap kill is worth the mana. That pairing (a sacrifice-fueled trigger feeding a recurring answer) is the deck this was built for: a grindy black shell that wants bodies dying constantly and wants the same removal spell available across a long game. Narrow by design, but it shows recover working as a slow value engine, with each death recycling the answer instead of spending it once and moving on.
