Seal of Removal
A bounce spell you have already paid for, sitting on the battlefield, waiting for the moment you decide it should fire. That is the strategic shift this enchantment buys: the mana is spent on a quiet turn, so the actual return-to-hand effect costs nothing when you need it, immune to a tapped-out board and decoupled from the turn you cast it. An opponent has to sequence attacks and combat tricks around a removal-shaped threat that can go off for free, which warps their math in a way the modest rate underplays. The catch is structural: the resource is committed up front, and the card telegraphs itself the instant it resolves onto the table, so there is no surprise in the answer, only readiness. Bounce is also the softest form of removal, a tempo swing rather than a permanent solution, so what you are actually purchasing is control over the timing window. That control is the entire pitch. The same logic runs through its siblings (Seal of Cleansing, Seal of Doom, Seal of Fire): each turns a familiar effect into a permanent whose sacrifice ability lies in wait until you choose to spend it. Note that the ability still uses the stack and can be responded to; this is a prepaid answer, not a true split-second one. Think of it as the inverse of holding up mana: the cost is locked in early, but the option stays open as long as the enchantment survives.



