Withdraw
Bounce that splits its value across two targets but charges only the second a toll, and that asymmetry is the whole design. The first creature goes back unconditionally; the second goes back unless its controller spends a single mana to anchor it. On paper that toll looks trivial, and against an untapped opponent it usually is. The card's actual window is the one where the opponent is tapped out: a combat step where they have committed everything, the end of their turn before a big play, a counterspell war that drained their blue. In those moments Withdraw reads as a two-for-one tempo swing for two mana, and outside them it reads as an overpriced single bounce with a rider that fizzles. That conditional second clause is the friction Prophecy's designers used to price a double-bounce at instant speed: instead of a flat mana cost, they made the payoff contingent on catching the opponent without spare resources, which is exactly the position a tempo-minded blue deck wants to engineer anyway. It belongs to the family of effects that reward sequencing your opponent into a dry mana pool rather than ones that win on raw rate.
