Invasion of Kaldheim // Pyre of the World Tree
Wheel effects have always posed the same question: how much is a full new hand worth on turn four? The front answers with a contingency, sizing the refill to the grip you empty. It casts and resolves as a spell, and the moment it does, you trade away everything you hold, draw that many, and get a window stretching to the end of your next turn to actually deploy it. That scaling is the entire cost structure: cast it with a spent hand and you get nothing, so it rewards arriving with cards to convert rather than a barren present, turning a stalled hand into a fresh one on a slight delay. What the fight gates is not the wheel but the flip: your chosen opponent defends the Siege, and defeating it is the price of admission to the back half. Pyre of the World Tree then converts the game's most reliable dead resource into an engine. Every surplus land becomes two damage on demand, and each land discarded frees the top card of your library to play that turn, so flooded draws feed removal and velocity at once. The two halves rhyme as fuel conversion under different clocks: the front trades your current hand for a new one against a deadline; the back trades your excess lands for damage and card flow with no deadline at all. Both sit inside the mechanic's central bargain, where a strong payoff waits behind a fight your opponent gets a vote in.

