Cast Through Time
Rebound began life as a one-card keyword: each spell that wanted to repeat itself paid for the privilege on its own line of text. This makes the keyword wholesale, stapling rebound onto every instant and sorcery you cast from hand for the rest of the game. The effect is a doubling engine without a storm count, but the fine print is where the design lives. Rebound only triggers on the original cast from hand, so the exiled card you recast next upkeep does not itself rebound; you get one echo per spell, not an infinite chain. The recast happens during the resolution of an upkeep trigger, which bypasses normal timing entirely (you may cast even a sorcery without paying its cost), but the real cost is when: your strongest spells lose the option to be held for an opponent's turn, since their second casting is fixed to a moment you do not choose. A countered or fizzled spell never reaches exile, so the engine produces nothing on a whiff. The seven-mana, triple-blue price is the heaviest toll: by the time the enchantment resolves you have skipped the turns where the doubling would have mattered most, and it does nothing the moment it lands. What it promises is a soft lock for whoever survives to deploy it: every burn spell, every draw spell, every removal spell cast twice from a single card. The gap between that ceiling and the do-nothing turn it costs to set up is the whole reason it remains a fascinating build-around.
