Sea God's Scorn
Six mana to return three creatures and/or enchantments to their owners' hands is not a rate anyone pays to reload; it is a rate you pay when three things need to leave at once and nothing cheaper will move all of them. Sorcery-speed bounce has always been the poor cousin of removal: it does not kill, and it returns the cards to be recast. But the ceiling scales with what the opponent has committed. Against a wide board the cap of three is what dulls it, not the target types (creature tokens are creatures, and bouncing them clears them for good); against a deck that has landed three expensive, hard-to-cast threats or auras, returning all three forces every one of them back through its casting cost again, and a turn spent recasting is a turn not spent attacking. The "up to three" clause keeps it live when the board is thin, flexing down to a single-target tempo play when that is all there is. Folding enchantments into the target set is the quietly significant part: blue rarely gets clean answers to enchantments, so a spell that can peel two bodies and a problem aura off in one motion covers a gap most mono-blue removal cannot. It reads as a control deck's insurance policy, expensive on purpose, priced so the three-for-one is a swing you earn by waiting rather than a tempo tool you deploy on curve.
