Zephyr Spirit
A 0/6 for six mana is a miserable rate by any normal accounting; the bounce is not a drawback paying off an aggressive body, it is the entire trick that makes the body worth playing at all. The clause reads like a tax on blocking, but it inverts the usual math of defense. A conventional wall trades itself away the moment combat turns hostile: it eats removal, walks into a main-phase answer, or gets outsized over time. This one returns to hand before combat damage resolves, so it survives every block it ever makes. Let the trigger resolve and there is nothing left to resolve a kill spell against; swing an attacker in to trade up and it connects with empty air. So long as the trigger resolves you keep the card; you only spend the mana to recast it, turning the same six-mana investment into a renewable ablative block rather than a permanent ground stall. The constraint cuts both ways, since the bounce is mandatory and fires only on blocking: you cannot leave it on the table to hold the ground turn after turn, and it offers nothing to a plan that wants a static body sitting around for other reasons. And because it leaves play by returning to hand rather than dying, it deliberately whiffs on death triggers: no sacrifice value, no last-breath payoff, nothing for an aristocrat shell to feed on. It is defense reframed as a held card, valuable precisely because it refuses to commit.
