Cyclone Summoner
The reset here is built to punish the exact tricks that usually break enters-the-battlefield sweepers. Because the bounce fires only if you cast the spell from your hand, there is no flickering it for a second wave and no reanimating it to reset the board on the cheap; you have to resolve seven mana of blue creature honestly. The tribal carve-out is what turns a symmetric mirror into a one-sided swing: everything returns to owners' hands except Giants, Wizards, and lands, so a Giants-and-Wizards shell keeps its whole board while the opponent scoops theirs into grip. That clan exemption is the design's entire justification, converting an even-handed clause into a tempo blowout. Bounce is softer than destruction, so opponents keep every card and can rebuild, and that is exactly why the 7/7 has to be attached: it is not a supporting piece but a threat that pressures whatever survives, putting a clock behind the swing. Blue rarely gets to wipe the board and deploy its haymaker in a single spell, and the from-hand rider keeps the pairing honest, forcing the payoff to come out of your hand rather than looping cheaply out of a graveyard.






