Sea God's Revenge
Bouncing three creatures at once is a tempo swing that looks devastating on paper and rarely pays its bill in practice. Six mana to return up to three blockers or attackers to hand buys you exactly one turn against most boards, and the cards come right back; the scry 1 attached is a courtesy, not a payoff. The whole proposition lives or dies on whether that one turn is the turn you win the game. As a finisher it works: clear the path, swing for lethal, scry toward the next threat. As a stall-breaker or a defensive reset it is a trap, because you have spent your turn and most of your mana to delay a board that reassembles by your opponent's next combat. The card's real design tension is the targeting clause. "Up to three" means it scales down gracefully against smaller boards, but the cost never scales with it, so paying six to bounce a single creature is a transaction no one makes willingly. This is mass bounce built for the swing-back, an Aetherize-style effect rephrased as offense rather than defense: where a reactive bounce buys survival, this one is meant to be cast on your own turn to remove the wall in front of a winning attack. The scry is the tell that Wizards knew the raw effect was thin and wanted a small smoothing rider to keep the topdeck from being dead.
