Cache Raiders
The bounce here is mandatory, not optional, and that constraint runs the whole design backwards. Most cards that return a permanent to hand frame the return as a benefit you reach for: reset an enters-the-battlefield trigger, dodge removal, replay a land. This one forces the return every upkeep with no opt-out, so the engine has to be built to absorb a recurring tax rather than to spend a one-time perk. The 4/4 body wants to attack and win games, but the obligatory bounce keeps clawing something off your battlefield each turn, which means the card asks you to make that return profitable rather than merely survivable. You feed it permanents that reward leaving and re-entering play (enters-the-battlefield value creatures, fetch-on-arrival effects), or you blunt it by holding back a cheap permanent you do not mind shuffling between hand and table, a spare land or a one-drop you can recast for next to nothing. The friction runs opposite to the usual blink package: blink exiles and returns the same instant, controlled and at your timing, while this hands you a standing obligation at the start of every turn and dares you to turn the tax into a tithe. It is a value engine welded to a liability, and the deckbuilding question it poses (what permanent can I afford to bounce, and how do I profit when I do) is more interesting than the flat stat line suggests.

