Essence Fracture
Two-for-one tempo at sorcery speed, with an escape hatch baked in. Bouncing a single creature has always been cheap and a little embarrassing: Unsummon and its kin are filler, the kind of card you'd rather not draw twice. Doubling the target count fixes the rate problem (two bodies back to hand stalls a board and resets enters-the-battlefield value), but the real design move is the cycling clause. The reason a card like this gets to exist at five mana with no flexibility on timing is that it never has to rot. Without two threats worth peeling off, you pay and trade it away for a card you can actually use; with two targets in front of you, you cast it. That dead-card insurance is what cycling was built to provide across this era of design, and it's why so many situational answers from that period carry the keyword: a hard tempo swing on a good turn, a cantrip on a bad one, never a blank. The sorcery speed is the honest cost here. You cannot hold this up as a combat trick or an end-step blowout, so the bounce is purely proactive, a turn you spend rather than a window you exploit.
