Rofellos's Gift
The currency here is having green cards in hand you can afford to flash, and the conversion rate is brutally honest: one card revealed buys back one enchantment, and the reveal costs you nothing but information. That symmetry is the whole design. Reveal three green cards, return three enchantments; reveal none, get nothing. The card sits inside an early-era enchantment-recursion idea, asking the deck to load its graveyard with enchantments worth the trip and to keep enough green spells in hand to make the reveal worth casting at all. The tension is real: the green cards you reveal are the ones you would otherwise be casting, so a maximal return often means a turn spent doing nothing but refueling. Much graveyard recursion of the period paid mana per card or capped at a single target; this trades the cap for a hand-size requirement, a quieter but stricter restriction, since the ceiling is set by how green your grip already is rather than by how much mana you can scrape together. The two conditions it wants (a hand flooding with green spells and a graveyard stocked with cheap enchantments) rarely overlap without deliberate effort. Where they do, the single green mana is almost an afterthought next to the card economy of clawing back a fistful of enchantments in one cast.
