Jilt
The argument that blue-red could handle a board rather than just refill and burn it, packed into a single instant. The base mode is pure tempo: return a creature to its owner's hand, buy a turn against an attacker, reset whatever it tapped or attached to, or simply trade your two mana for a setback on theirs. Bounce has always cut both ways (sending a creature home hands the opponent the chance to recast it and re-trigger anything it did on arrival), so this is a delaying tool, not a permanent answer. Pay the kicker and the bounce stays while a second creature takes two damage on the way through, so one card resolves two problems on two different bodies. That targeting restriction is the spine of the design: the damage must hit "another target creature," meaning the kicked spell cannot dump both effects onto a single threat. You are spending the bounce on one creature and the singe on a second, never overkilling one body. The kicked line costs four mana, and the off-color stapled onto
demands a genuine two-color commitment, the tax the spell levies for doing two jobs at instant speed. When you only have the bounce, the cheap mode is still waiting. The "return a creature, optionally burn a second" template has been revisited many times since this kind of split first appeared, but this early version frames the whole tension of the pairing: blue answers the board by delaying, red by removing, and the card makes you earn the right to do both at once.
