Decaying Time Loop
Wheel effects have always priced their symmetry differently. The classic ones refill both sides of the table and dare you to profit from the chaos; this one keeps the draw entirely to yourself, trading breadth for repeatability. The instant-speed cast is the first knob worth turning: you can hold up a land drop, let an opponent commit, then reload at the end of their turn or in response to a discard-outlet trigger. Retrace is the second, and it turns a one-shot dig into a recurring one. The catch that shapes how you use it is the draw clause: because you draw only as many cards as you discarded, an empty hand refills nothing, so this is a tool for clearing a clogged grip rather than restocking an empty one. Pitch a hand full of flooded top-decks, draw the same count fresh, then pitch a land later to drag the loop back out of the graveyard and do it again. That interaction is the whole reason to pay rather than reach for something cheaper: the card wants to be discarded, retraced, and discarded again, so a deck that treats lands as fuel to spend rather than cards to hoard converts the loop into a slow, grinding filter. It resolves the wheel's oldest problem, which is that refilling the whole board arms your opponents too. Narrow the effect to your own hand, weld it to graveyard recursion, and the symmetry disappears entirely.

