Dragon Mage
Wheel effects usually arrive on the stack as one-shot sorceries: Wheel of Fortune, Windfall, the all-discard symmetry that refills both players at once. Bolting that engine onto a 5/5 flier turns a single draw-seven into a recurring tax. Connect once and the refill happens; survive to swing again and it happens again, each cycle dumping whatever your opponent has hoarded and handing them seven fresh cards they did not choose. The symmetry is real but lopsided in practice: the player attacking with a Dragon is usually the player better positioned to spend a flood of new cards, while the defender is forced to pitch a curated hand for a random one mid-combat. The damage trigger is also the cost of admission. Seven mana buys a hasteless body that has to connect through the air before it does anything, so the wheel is contingent on a turn cycle surviving and a clear attack landing, not on resolution. That contingency is what separates it from the instant-speed and sorcery-speed wheels that simply happen. It rewards reload-and-burn shells that can convert seven cards faster than the opponent: storm-adjacent decks, big-mana red, anything that treats the refill as fuel rather than a fair exchange. Left to a fair midrange board, the symmetry mostly arms the opponent. The card is a wheel that has to earn its trigger in the red zone.








