Magus of the Jar
The creature version of Memory Jar, with all the structural compromises that implies. The original artifact was a one-shot grenade you could crack the moment it landed; this Wizard reprints the effect onto a 3/3 body that must survive to untap before it can fire, and it announces its intent the instant it resolves. The delay is the entire balancing act. An opponent who lets the Wizard untap has volunteered to refill your hand, so the tap-and-sacrifice cost is less about the mana than about the window: you telegraph a seven-card draw a turn in advance, which gives the table time to kill the creature, race it, or stack their own hand to abuse the symmetry. The temporary-exile clause is the clever part, and the reason the effect is a loan rather than a Timetwister. Cards leave every hand face down and return at the next end step, so the "draw seven" is really borrowed: each player discards the fresh hand and gets their original cards back, meaning the advantage comes entirely from who has already emptied their hand before activating. Like the artifact it copies, this is a single detonation: tapping and sacrificing spends the creature to fire the effect exactly once. What the Wizard trades away is the artifact's immediacy; what it buys is a creature-type slot and a body that dodges artifact-specific answers. Whether that trade is worth a turn of warning is the question the card has always posed.
