Flame On!
A spell-slinging graveyard finally cashing out as a combat blowout: the counters scale off every burn spell, cantrip, and noncreature artifact you have already spent, so the payoff grows as the game runs long rather than shrinking. Rebound is what turns a one-shot pump into a two-turn arc. Cast it once and the target picks up flying evasion for a swing; the following upkeep, the graveyard has likely grown by whatever you cast in between, so the free recast lands a second, usually larger, pile of counters on the board. That sequencing carries the risk. A single resolution is a fragile investment (everything rides on one creature surviving to connect), but the rebound recast rewards you for keeping the pressure on and refilling the yard between the two casts. The flying grant is deliberately temporary while the counters are permanent, which frames the card as an aggressive tempo tool that wants the damage now rather than a defensive board-builder. It descends from graveyard-count payoffs that pay you back for the resources a red spells deck naturally burns through, but it aims that count at a single attacker instead of a wide board, making it a finisher for the deck that has already done its work.

