Magus of the Wheel
Wheel of Fortune is a sorcery: it happens once, on your terms, and then it is gone. Reprinting that draw-seven on a 3/3 body changes the transaction entirely. The refill now sits on the battlefield as a delayed threat, dormant until you find the right window, and pulling the trigger costs , the tap, and the creature itself. That sacrifice clause is the price that keeps the engine honest: you do not get to wheel and keep a blocker, and an opponent who reads the board can pressure the Magus before you are ready to fire. Because the sacrifice is part of the activation cost rather than the effect, flicker does nothing here: the creature is already in the graveyard by the time the ability resolves. Recursion and reanimation are the real way to repeat it, since each return is a fresh one-shot draw-seven that the original spell could never offer. The symmetry is the strategic axis worth thinking about: every player discards their hand and draws seven, so the value lives in emptying your own hand first, or in being the one player built to convert seven fresh cards into a faster clock than everyone else can. A spell asks you to time it correctly once. A creature carrying the same text asks you to protect it, threaten with it, and decide turn after turn whether a full reset serves you more than the opponent it also refuels.

Rules text
Format Status
More formatsFewer formats
Other printings
- Commander Masters#643
- Commander Masters#544
- Commander Masters#241
- Secret Lair Drop#1166
- Commander 2020#156
- Commander 2019#149
- Commander Anthology Volume II#113
- Masters 25#142









