Desynchronize
Bounce spells trade in tempo; this one trades in information, and then hands the choice of destination to the wrong side of the table. Top of library staples the caster's disruption to a draw they can already see coming; bottom buries the permanent under the whole deck. Letting the owner pick between those makes the disruption worth exactly whatever the opponent is willing to concede: keep the threat but eat a wasted draw to redraw it, or ship it to the bottom and lose it for a long time. Either way the caster banks scry 2, sculpting their own next two draws so the exchange is not purely one-sided. The constraint is the price. Five mana for an instant that never destroys anything sits well behind the two- and three-mana answers that do blue's tempo work, and against a determined opponent the target may just come back on top. What buys the rate is reach: any nonland permanent is legal, with no clause exempting indestructibility, so it answers the artifacts, enchantments, and planeswalkers blue struggles to touch by conventional means. The card is built around a bargain most removal refuses to make. It gives the opponent the good half of the decision and keeps only the library manipulation for itself, then charges a catch-all premium for the privilege of never needing to kill anything.
