Sunken Hope
Most enchantments that bounce creatures point the gun outward. This one hands the same effect to everyone, every upkeep, and the symmetry is exactly what gives it a deckbuilding identity. Whoever commits the fewest creatures pays the smallest tax: a player drawing into reactive instants and lands suffers nothing, while an opponent who has committed three creatures watches one peel back into hand every turn cycle. The pilot's job is converting a recurring hand-return into a one-sided engine, so it has always lived next to creatures whose enters-the-battlefield triggers want to fire again: a mandatory bounce becomes free value rather than a tempo cost. Timing seals the asymmetry. The return happens at the start of each player's own upkeep, so on your turn you replay the returned creature in your main phase and crack its trigger before combat. The opponent gets the same window in theory, but it lands on a board they were trying to keep static: they must spend a main phase recasting a creature just to stand still, while you spend yours recasting one to gain. It rewards a board of small, replaceable, trigger-laden creatures and punishes a board of expensive singletons, a clean inversion of how creature density usually trades. A patient design that asks the pilot to break a perfectly fair-looking symmetry, and the cards built to break it have only multiplied since.



