Fading Hope
Unsummon has spent its whole life as a purely reactive spell: buy a turn, break up combat, save a creature from a removal spell at instant speed. The bounce here is identical in raw effect, but the scry rider changes what the spell is doing when it's cheap. Tempo bounce is inherently card-disadvantageous; you spend a card to move an opponent's threat one tempo step backward, and the opponent redraws it. The scry clause quietly offsets that by smoothing your next draw, but only against small threats, the exact ones a one-mana bounce is best deployed on. Against a three-mana-or-less body, this is tempo plus card selection; against a genuine haymaker, it's a bare Unsummon that stalls a turn without the consolation. That conditional is the design discipline: it rewards using the spell where bounce is already strongest and denies the smoothing precisely when you're using bounce as a desperate answer to something you couldn't otherwise handle. It also bounces your own creatures, resetting enters-the-battlefield triggers or dodging removal at instant speed, and the scry helps there too when the reset target is cheap. The targeting condition is where the design lives: a card-selection nudge tucked behind a mana-value gate so that the reward tracks the play pattern the effect is best at, and vanishes when you're reaching past it.


