Fear of Isolation
The additional cost reads like a drawback until you notice what it lets you keep. Returning a permanent you already control is the entire point: it hands you a cheap evasive body while giving you an excuse to re-trigger an enters-the-battlefield ability, reset a saga to its first chapter, or reload a one-shot effect for another turn. Because this is cast at sorcery speed with no flash, the bounce cannot rescue a permanent in response to removal; it is a proactive engine input, sequenced on your own turn when you already wanted the permanent back in hand. That places it among blue creatures whose "cost" is one you were often glad to pay: the friction is real (you surrender a board presence for a beat, and with an empty battlefield you cannot cast it at all), but a deck feeding on landfall or repeatable enter triggers treats the return as fuel rather than a tax. The 2/3 flying body means the evasion is not an afterthought; even when the bounce accomplishes nothing clever, you keep an evasive attacker that trades up in the air and, as an enchantment creature, feeds whatever cares about that permanent type. The design rewards knowing exactly which of your own permanents you would most like to cast twice.
