Bounce spells are plentiful in cube and come in lots of shapes and sized. They are not often heralded as power spells but they are good tempo and disruption tools and the best blue has got in terms of removing permanents. Used well or in the right sort of decks bounce spells are among the most powerful kinds of removal while used poorly you might as well just be playing Healing Salve or something comparably underpowered. That makes them my kind of card, something you can engineer to be above the curve, something that has a broad range of uses and something people are not always vigilant about playing around. Bounce comes in one shot spell form, one shot enter the battlefeild effects on dorks, and ongoing bounce effects on various permanents. I have decided to limit this list to those things that are one shot only as they function much more similarly and fulfil the same kind of broad role.
2. Cyclonic Rift
3. Upheaval
4. Venser, Shaper Savant
5. Vapor Snag
6. Boomerang
7. Riftwing Cloudskate
8. Capsize
9. Repulse
10. Into the Roil
11. Eye to Nowhere
12. Aether Adept / Man-o-War
13. Wipe Away
14. Repeal
15. Hoodwink
16. Recoil
Cyclonic Rift is more of a pure bounce spell, basically it just bounces a thing and is highly comparable to a lot of the cards on this list like Boomerang and Into the Roil. There are some issues with the Rift, it doesn't hit lands nor does it hit your own things. Hitting lands can really let you exploit certain situations and is a huge help against man lands. Bouncing your own stuff is horrendous for tempo but none the less is often worth doing in the long games where you rely on a certain threat to win or really need the extra value from an enter the battlefield effect. These are both annoyances that you can live with because of the insane overload ability which turns the card from a humble single target bounce spell into a one sided mass removal spell of doom. Any slow clunky deck using planeswalkers and dorks, say an Abzan deck, gets utterly brutalized by Cyclonic Rift. Early on Rift provides some generic tempo and safety should you need it. Then it becomes one of the best mass removal spells in the game when you hit 7 mana and can be used to steal games you are behind in easily. It might not kill anything beyond tokens but returning everything with a cost is a huge setback that takes several turns to recover. This on top of being instant and one sided make it so easy to put yourself unrecoverably ahead.
Boomerang, the original bounce spell, the counterpart to Counterspell. Two mana, anything in play, not in play, instantly. Simple. Elegant. Wonderful. I was going to do, and still might, a comparison of Counterspell and Boomerang to Vindicate so as to show that either of the blue spells are quite substantially better in the right situation but pay for it by being that much more context dependant. When you have situations where they will not be getting the chance to usefully replay the card in question Boomerang is comically better than Vindicate, one less mana, one less colour, instant speed and not even triggering any "when this dies" effects. I have won a lot of games simply by throwing out a Boomerang on their land as soon as I can. You need to know the matchup or have a good read/Peek style information to sensibly make that kind of call but it is a nice easy win when you get it right. Just another one of those blue cards that used right can give that Time Walk feeling. Although such free wins are nice they are significantly less common than Cyclonic Rift overload is relevant hence it not being higher on the list.
Riftwing Cloudskate is the first of the sorcery speed bounce spells to make the list. It has two casting modes with the suspend which adds to the utility however the sloth and the price sufficiently detract from the utility that I think you wind up with a reasonably below par bounce effect. To offset this you get a 2/2 flier which unlike Venser is a pretty useful body to have floating about, nibbling away at planeswalkers and lifetotals. You play this card mostly for the dork, the bounce is a pleasant perk that is rarely useless and sometimes pretty good. As such this is almost exclusively used in more aggressive decks where you want a body and often (being blue) have a deficit of two drops. Bounce somewhat scales well with more bounce and so Riftwing's bounce aspect is that much more potent when you have more of a bounce theme going on.
Capsize has seen most play as a finisher / out in combo style decks that make lots of mana. It is pretty hard for most decks to beat single Capsize a turn, as many as you like is almost impossible to beat! Capsize hits all targets and does so at instant speed but is either 3 or 6 mana. Like countermagic, 3 mana bounce is substantially harder to use well and less exciting than the two mana options. It feels really hard to get ahead using it. Being able to maintain parity might be all you need and having a card that can keep you a bit safer early on and then go on to lock someone out of the game entirely is nice, it just requires fairly specific decks. Control used to get away with things this slow or mana intensive, now adays you are going to really struggle beating planeswalkers and Titans with your Capsize plan....
Aether Adept and Man-o-War are essentially the same card. The Adept is slightly better overall but it is marginal enough that I have ranked them together. Adept is a more useful creature type and has some synergy with things like Voidmage, all B or C cube cards but synergies Man-o-War none the less lacks. Typically you are playing these cards in heavier blue decks and so UU in the cost is more of a help towards devotion than it is a hindrance to casting. Despite being a good tempo cards and fairly well priced the lack lustre 2/2 vanilla body rather lets the card down. On top of this the creature only sorcery speed bounce has far far more limited use than most of the rest of the bounce on this list and as such these cards rarely see play these days. When I first made my cube 10 years ago I think most people would have put the old jellyfish in the top couple of blue creatures!
Wipe Away is another very niche bounce spell. It does all the things you want a bounce spell to do but it charges you the clumsy three mana price. The perk for this overcosting is split second which sounds exciting and nice but in reality has very few actual applications in the cube. The most notable is in being able to "deal" with an Aetherling. It is not just the best blue spell at dealing with an in play Aetherling but it is one of the best period. With a few more such applications the card might eventually earn a permanent cube slot but for now it is far too underwhelming a card that offers little that Boomerang does not.
Repeal is a rather more swingy bounce card than most. It is downright awful at dealing with Reanimate decks or even just hard cast Titans. It is however the best bounce card going at taking out some kind of token. Unless you know you have a specific good use for the card I would suggest this is actually a bad bounce spell. Sure you get to draw a card which makes it card neutral however you almost always guarantee that you are the one losing out on mana advantage. Mana advantage and broad range are the two main perks of bounce effects and this offers neither. I have lost to affinity creatures while playing with this, I imagine Tasigur would be a common new card for this to fold to pretty hard should you still have it in your cubes. Potentially this is very potent but usually it is the wrong card.
Hoodwink is an oddity as it is the only bounce card on this list that doesn't hit creatures. You play it, like Eye of Nowhere, as a blue mana denial card. As such its easier casting cost and instant speed do not do that much in its favour. After your Boomerang, your Eye to Nowhere and your higher quality 3+ mana bounce and mana denial if you still feel like you need more land disruption then you might dig out this little card. Niche, and far down the list of land bouncers but still more played than many bounce spells.
Jace, the Mind Sculptor, Waterfront Bouncer and to a lesser extent Tradewind Rider and Crystal Shard are the main examples of ongoing bounce effects used in cube. Jace is the clear best but much of this is down to the great versatility of the card beyond the mere capacity to bounce. Bouncer has fallen off a little in the less combo-y cube but is a nice cheap little card that does a lot of work. It would likely be about 8th on this list (9th if we are putting Jace in as well) but as I said at the start, the ongoing effects are not so directly comparable meaning that rating is more about performance in the cube rather than quality as a bounce card.
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