?? A grove maybe? With a path?
Land
: Add C and put a Development counter on (card name)
, Pay 1 life: Add B or G . 1BG , , pay 1 life, sacrifice a creature: Return target permanent card with converted mana cost 3 or less from your graveyard to your hand. Use this ability only if there are three or more Development counters on (card name).
I like it. I'm a bit biased because I love black green, I love sacrifice and graveyard stuff, and I love utility lands, but those aside I think the "level up" land is quite interesting. I think you might be pushing it though with the tap for colored mana ability. I would cut that and keep it simple and it would make it more balanced.
I would go a step further and split the tap for C and adding counters into separate abilities.
I'm biased against graveyard recursion, even though I use it myself for some decks. I've always felt that when something hits the graveyard, it should be difficult to retrieve it back. In the early days of Magic this restriction was done by the limits of the available cards to do so. Over the years this limit has been watered down significantly to the point that the graveyard is almost just a second deck. In other words, I'm of the opinion that if Rotting Regisaur hits the graveyard, it should be very costly to get it back. The 3cmc, 1 life and sac'ing a creature just isn't high enough as gaining life and junk token creatures for black and green is trivial. This is also a repeatable effect, as a land!! I suggest adding the requirement to remove the counters when using the ability as an additional hurdle or drop the creature sac and have it sac itself instead.
Land
: Add C and put a Development counter on (card name)
, Pay 1 life: Add B or G .
1BG , , pay 1 life, sacrifice a creature: Return target permanent card with converted mana cost 3 or less from your graveyard to your hand. Use this ability only if there are three or more Development counters on (card name).
Shards of awful never
Dunes of Zairo
SHANDALAR
Innistrad - The Darkest Night
~THE RAVNICAN CONSORTIUM~
A Community Set
Commander: Allies & Adversaries
I'm biased against graveyard recursion, even though I use it myself for some decks. I've always felt that when something hits the graveyard, it should be difficult to retrieve it back. In the early days of Magic this restriction was done by the limits of the available cards to do so. Over the years this limit has been watered down significantly to the point that the graveyard is almost just a second deck. In other words, I'm of the opinion that if Rotting Regisaur hits the graveyard, it should be very costly to get it back. The 3cmc, 1 life and sac'ing a creature just isn't high enough as gaining life and junk token creatures for black and green is trivial. This is also a repeatable effect, as a land!! I suggest adding the requirement to remove the counters when using the ability as an additional hurdle or drop the creature sac and have it sac itself instead.
Art is life itself.
I don't think it's that scary. Look how much you need to actually turn it on
Dunes of Zairo
SHANDALAR
Innistrad - The Darkest Night
~THE RAVNICAN CONSORTIUM~
A Community Set
Commander: Allies & Adversaries