Aether Helix
A straight bounce spell has never been worth five mana, so this one bundles the tempo swing with card advantage to justify the rate. Returning any permanent to hand is a flexible answer (an opposing threat, a blocker before an alpha strike, or one of your own permanents to reset an enters-the-battlefield trigger), and the graveyard return refills the hand from your own dead permanents rather than netting nothing. The pairing is the whole point: bounce alone loses you a card, but stapling a Regrowth-style recursion onto it means you break even on card count while still buying the phase-long delay a bounce provides. Both clauses read wide (any permanent, any permanent card) rather than restricting to creatures, so the recursion half can pull back a bounced artifact, an enchantment, or a planeswalker that already discharged its value. What it asks of a deck is telling: the effect is a two-for-one only when you have something in the yard to return, so it rewards a board of permanents that die and want to re-enter rather than a spell that wins on its own. The sorcery speed is the honest concession; this cannot ambush a combat step or answer a spell on the stack, which is exactly what lets it do two things at once for a single card.
