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Most evasion auras of the early era were a bet you placed once: spend a card, grant flying, and accept that the next removal spell takes both your creature and your investment with it. This one refuses to die that way. When it hits the graveyard from the battlefield, it bounces back to hand, so whatever pulls the body out from under it (combat, destruction, a sacrifice effect, even enchantment removal aimed at the aura itself) just refunds the spend instead of punishing it. That bounce reframes the question you ask when you cast it. Rather than weighing whether a given creature is worth permanently committing a card to, you only need a creature worth two mana of evasion for the moment, and you can keep asking that as the board turns over. The recursion is not free: each redeployment costs another two mana and another turn, so the aura is paid for in tempo rather than in cards. That suits a deck with a recurring supply of bodies that want to connect, where the same enchantment migrates from one attacker to the next as threats trade off. The effect functions less like a permanent grant than a reusable evasion license, and the bounce trigger is the entire reason the rate holds up beyond a single use.
