Kairi, the Swirling Sky
A death trigger this generous only works because the creature dying is never in doubt. A 6/6 flyer with ward is a body opponents have to deal with, and when they finally do, the game forks. One mode is bounce dressed as removal insurance: return any number of nonland permanents summing to six mana value or less, which can unwind a wide board of tokens, mana rocks, and cheap threats in a single trigger. The other treats the graveyard as a second hand, milling six to seed it and reclaiming up to two instants and sorceries you most want to cast again. Both halves point at the same shell: a control deck wants the bounce to stabilize and the spell recursion to grind, so neither mode is dead weight depending on what you drew. Ward
does the protective work that matters most here, since the cleanest way to defuse a death effect is to exile the creature before it can die; taxing removal three mana makes lining that up harder. What you pay for is the sequencing: six mana buys a threat whose best payoff arrives only after it leaves the battlefield, so the card is a body and a contingency plan folded into one slot, and it bets the game runs long enough to collect on both.






