Undo
A two-for-one tempo play that prices itself wrong. At three mana for a sorcery, the bounce comes at the cost of the very flexibility that makes bounce worth running: no instant-speed window to blow out an attacker, no single-target precision when one creature is all you need to deal with. The two-target clause looks like value, but it is also a constraint, since the spell wants two creatures on the battlefield to do its full job and slows to a stutter when the board does not cooperate. Compare the era's other answers: Unsummon asked a single mana to return one creature at any time, and Capsize made its single bounce repeatable. Undo trades that responsiveness for a second body and the small discount that comes from sorcery timing. The design logic is straightforward: blue's bounce ceiling has always been policed by speed and selectivity, and this is what you get when you pay the second-target premium up front rather than spreading the cost across multiple cards. It resets two creatures to hand, a real swing in a deck built to capitalize on the tempo, but the sorcery-speed clause means the opponent always sees it coming and never gets caught mid-combat. A card from the period when blue bounce was still searching for its efficient resting rate, before Magic's design settled on cheaper, faster, more surgical answers.



