Callous Dismissal
Bounce spells have always fought a tempo problem: a single card that only sends one permanent back to hand trades card economy for a turn of breathing room, and most fair decks would rather have the second body than the tempo. This one splits the difference by stapling an army-building rider onto the bounce. The base rate is unglamorous (a common's Boomerang-adjacent tempo swing), but the amass line means the spell leaves something behind: a Zombie Army counter that either starts a token or grows one you already have. That converts a card that historically read as "down a card for a tempo swing" into something closer to a wash, because you get a body out of the same cast. The amass mechanic itself is a clever bit of design economy: instead of scattering unique tokens across a set, it funnels every rider into one shared, upgradable Army, so a deck full of small amass triggers snowballs a single threat rather than flooding the board with chaff. Callous Dismissal is that principle at its most modest scale, a two-mana spell where the amount amassed is deliberately small so the bounce stays the main event. It is the archetypal example of a filler tempo spell made playable by giving the caster a reason not to feel behind after resolving it.
