Restoration Magic seems almost certain to see play alongside or in place of Shardmage's Rescue, Fire Magic is an interesting tool both for and against decks like Izzet Steel-Cutter, and Thunder Magic at least has upside over Shock, though the inability to target noncreatures means it seems unlikely to supplant Burst Lightning
Perfect for Commander, cEDH & Beyond Copy Enchantment is one of the most sought-after cards in Commander and cEDH
Most of the other ones come in at about $3 or more and vary based on their playability and popularity
Village Rites and Plumb the Forbidden allow us to turn those creatures into extra cards while also making more Pests with Sedgemoor Witch and possibly triggering Dramatic Finale as well
We do technically have fortifications in the game, but the whole idea seems clunky and slow in the context of current Standard design
And that way, they aren't coming back