Dovin's Acuity
The bounce clause runs backward from how most enters-the-battlefield value is priced. Normally a card that gains life and draws when it enters is a one-shot: you take the trigger once and the permanent settles into whatever else it does. Here the second ability turns the enchantment into a reusable payoff by letting you pick it back up whenever you cast an instant, so recasting it re-fires the life and the card draw. The design tension is the timing gate on the bounce: the ability only offers itself while you are casting an instant across your own second main phase or precombat, which keeps a control deck from returning it in combat or on an opponent's end step and looping value across the table. That confinement to a window you control is what pays for the loop being repeatable at all. (Note the instant does not need to resolve unopposed to trigger the bounce: cast one in response to something on the stack while you hold priority in your main phase and the return still fires.) The trade this asks you to accept is plain: recasting a three-mana enchantment for is a tempo loss, and the loop buys card advantage and incremental life at that cost, not for free. It wants a permission-and-tempo shell dense enough in cheap instants that spending a whole turn's mana to replay the enchantment still leaves you ahead on cards, a value drip metered by how much tempo you can afford to spend.
