Roaming Ghostlight
Bounce-on-enter creatures are an old idea (Man-o'-War is the ur-example), and the recurring design tension is that a flicker or reanimation loop lets one of these snowball a whole board back to hand. The non-Spirit clause answers that on the card itself: it cannot pick up another copy of itself or its tribal kin, which caps how abusively a Spirit-heavy shell can chain the effect while leaving the ordinary case (blink your own bounce creature, return their blocker) fully intact. The "up to one" wording matters just as much, since it lets you deploy a 3/2 flyer with no legal or worthwhile target rather than being forced into a bounce you do not want. That evasive body is doing real work: five mana for a bounce alone would be a nonstarter, but flying turns the tempo swing into a repeatable clock, undoing a turn of the opponent's development while the Spirit keeps chipping in the air. It is a tempo tool with a guardrail, the kind of restriction that reads as flavor (Spirits do not disturb their own) but functions as combo insurance.

