Day's Undoing
Timetwister had been a hard problem for symmetry-loving designers for decades: a mass-refill is one of the strongest effects in the game, but the player who casts it on their own turn gets to untap, draw seven, and immediately deploy the fresh hand while the opponent waits a full turn to do the same. That asymmetry is the engine behind every dedicated Wheel deck. The clause that closes the turn answers it. By ending your turn the moment the spell resolves, the card hands both players seven fresh cards and then denies the caster the chance to use any of them first. You shuffle, everyone draws, and the turn is over: no second main phase, no combat, nothing on the stack survives (this spell exiles itself along with everything else). The result is a wheel that cannot be cast as a one-sided refuel without handing the opponent the strictly better end of the deal, since they get to act on their new hand before you do. The exile-the-stack wrinkle is the sharp edge: cast it with triggers or a combo waiting to resolve and you lose them, which makes sequencing around it a genuine constraint rather than a free top-up. Among Timetwister variants, this is the rare one built so the symmetry actively punishes the person playing it, which is exactly what makes it interesting to break.





