Revolutionist
Any spell-recursion body has to solve the cost of getting into play: a 3/3 that buys back an instant or sorcery is fine value, but at six mana it never justifies the tempo. The madness cost is the whole point of the design. Discard it to a rummaging effect, a cycling trigger, a Faithless Looting, and the Wizard arrives for while turning the discarded card into a bonus rather than a loss. You paid the discount already, in the same motion that dumped a dead card. That reframing (the entry-tax settled by a downside you were absorbing anyway) is the recurring trick of madness cards, and here it converts a slow value creature into a two-for-one that leaves a body behind. The recursion target is deliberately narrow (instant or sorcery only, no permanents), which keeps it a spell-deck payoff rather than a general-purpose engine: it wants a graveyard full of burn, cantrips, and disruption to rebuy, not a toolbox of enters-the-battlefield triggers. This is a small answer to a structural problem red has always had with card advantage, letting a color built on one-shot spells claw one back and stick a threat while doing it.

