Selective Snare
A scaling bounce spell that ignored tribe would just be a smaller Aether Gale; pinning every target to a single named creature type is what turns it into a tribal answer dressed as a tempo play. The type declaration is the whole balancing act. Against a board built around one creature type, a modest X clears a meaningful slice of the battlefield for little mana. Against a deck spread across types, it collapses into overpriced single-target bounce, since you can only return creatures that share the type you chose. That conditional axis is what the design is chasing: its ceiling depends on whether the opponent has committed to a tribal core, its floor is a spell that barely nudges the game, and everything in between bends to the matchup. This is a hate card, not a flexible removal slot, built to punish a specific kind of opponent rather than to answer whatever shows up. Choosing bounce over destruction keeps the cost down and slips past indestructibility, at the price of being a stall rather than a solution: everything you return comes back, so the spell buys a turn against a go-wide tribal deck instead of ending the conversation. Its usefulness is dictated almost entirely by what sits across the table, which is a strange place for a blue instant-speed instinct to land, because this one is a sorcery and asks you to spend your whole turn on a temporary reset.
