Returned Pastcaller
The recursion clause reads like a self-limiting toolbox: return a Spirit, an instant, or a sorcery from your graveyard to your hand. That trio is not arbitrary. It rebuys whatever burn or tempo spell you already extracted value from, and it can pull back another flying Spirit for a second body's worth of pressure, which makes the card a natural top-end for a spellslinger shell that also runs a few evasive creatures. The 4/2 flier is the tell about where the value sits: at six mana requiring both red and white, this is not a body built to trade profitably or survive a sweep, it is a delivery mechanism for the enters trigger, priced high enough that the card leans on what it returns rather than on its stats. The recursion fires only on entry, so each cast is a one-shot: no blink loop is baked in, no repeated hand-refill without outside help, and it cannot target itself since it is already on the battlefield when the trigger resolves. That single fire is the whole bargain. The card works best when a game has already run long enough to fill a graveyard with spent spells; it converts one of those into a return trip with a flier attached, functioning as a late-game reload for a deck that has been trading resources rather than hoarding them.
