Call to Heel
The card drawn by the target's controller is the whole pricing mechanism, and it cuts both ways depending on who controls the creature. Bounce on its own is cheap, generic tempo; Unsummon does the same job for one mana with no strings. The rider here is the cost that lets the spell point either direction. Aimed at your own creature, the draw is free value layered onto the bounce: you reset an enters-the-battlefield trigger, slip a creature out from under a removal spell at instant speed, or rescue a blocker, and you refill your hand in the same motion. Aimed across the table, the draw becomes a genuine concession: you are paying the opponent a card to buy a tempo swing, so the math only works when the window you open is worth more than the card you hand back. Stranding a freshly resolved bomb in hand, undoing a combat trick mid-block, or clearing a blocker while you have the clock can clear that bar; bouncing a one-drop rarely does. Every conditional bounce-with-a-rider has to answer the same question: how much do you owe the target's controller before the tempo stops being free? Here the answer is one card, drawn immediately, which keeps the spell honest as an aggressor's tool rather than a no-downside reset button.



