Justice, Vance Astrovik
Bounce is usually a tempo tax you pay once: return a permanent, force the recast, move on. This body reframes that transaction as fuel by rewarding every hand-return you make. The entry trigger is a soft reset (up to one nonland, nontoken permanent, and it can point at your own board), but the standing ability is the real engine: any nonland permanent you control that gets returned to hand, by any means, adds a counter. That converts effects normally read as card-neutral tempo into growth. A bounce spell aimed at your own enters-the-battlefield creature does double duty, banking the recast value and building a clock at once. Read the trigger condition carefully, though: it cares about a permanent going to hand, not flickering. Blink effects exile and return to the battlefield, so they never satisfy it; the loop wants Man-o'-War-style hand-returns, not Restoration Angel resets. The 2/2 flier is a modest starting frame by design, priced as a small evasive threat that grows in proportion to the self-bounce a deck already wants to run. Because the ability fires only when another of your permanents leaves for hand, every counter is banked from a bounce Justice itself survived, so accumulation is pure upside layered on top of tempo you were spending anyway. The whole design coheres around the loop it implies: return a value permanent, replay it, watch the counter climb, and the small flier quietly becomes a real threat.
