Game Plan
Wheel effects have always lived comfortably in blue: Timetwister earned a Power Nine slot for one, Windfall turned the redraw into a punish-the-hoarder engine, and this belongs to the same family, just built for a table larger than two. The refill itself is the familiar part. What sets this apart is the accounting around it, and the price. Shuffling hand and graveyard back into the library before drawing seven means the reset scours the yard along with everything else, so there is nothing left to mine afterward; it is a cleaner sweep than the classic discard-to-draw versions, though a player whose entire pool of cards is thin can still be drawing into a nearly empty deck when it resolves. The six-mana cost is the real design lever, steep for an effect that has historically cost three or fewer, and Assist is what brings it into reach: another player can front up to of the cost. That is the tension worth sitting with. The refill is symmetrical, every seat benefits equally, and the card is priced so the caster usually cannot afford it alone, then handed a mechanic that formally invites someone else to chip in. It turns a self-serving staple into a table negotiation, where the person funding it is buying their own new grip too. The closing exile clause keeps it a single detonation rather than a recurring loop, which is what stops a free redraw from spiraling.

