Recalibrate
Bounce spells have never been the problem in blue tempo decks; the card economy has. Unsummon and its kin buy a tempo swing but leave you down a card, which is why they age out of constructed play the moment the format speeds up. The wrinkle here is that the replacement hangs on something a graveyard deck was doing anyway: pitching cards. When the engine already loots, rummages, or feeds delve and flashback by emptying the hand, the discard is not a cost you pay to enable this; it is a resource you were spending regardless, and the draw folds that spending into the bounce for free. That inverts the usual math. Instead of trading a card to reset a creature, you replace the card while resetting it, provided you have actually discarded earlier in the turn. The distinction is strict and easy to trip over: casting a spell, playing a land, or exiling to an alternate cost all send cards out of your hand, but none of them is a discard, and none satisfies the condition. Self-mill will not do it either, however much your graveyard swells; only an effect that discards from hand counts. The timing is more forgiving than it looks: the condition checks on resolution, not on cast, so you can put this on the stack, hold priority, and fire off an instant-speed discard beneath it; that discard resolves first and is there waiting when the bounce checks. It is a design that refuses to be good in a vacuum and asks the deck to supply the other half: point it at an attacker and it is a serviceable combat trick with upside; slot it into an engine that discards as a matter of course and the bounce stops costing you anything at all.

