Just the Wind
The bounce itself is the floor: a generically priced tempo trade any blue deck could run, but few would bother to. Madness is what changes the math. When a discard outlet asks you to throw this away (a looter, a cycling effect, a creature that wants cards in your yard), it lands in exile rather than the graveyard, and you get to cast it for a single blue on the spot. That is the elegance of the mechanic: the cost of feeding a graveyard strategy becomes a discounted tempo swing, taken at instant speed off a discard you were making anyway. The window is the discipline here. Madness triggers when you discard, and you resolve the choice then and there: cast it for the reduced cost or let it fall into the graveyard. There is no waiting in the bin for a better moment, which keeps the discount tied to the deck that can actually use bounce the instant the outlet fires. The flavor seals it. A flier swatted out of the sky, the victim insisting against all evidence that nothing supernatural is afoot, the denial that defines the haunted-province horror this card was built around. The madness payoff and the title are the same joke told twice, once in rules and once in fiction.


