Path of the Pyromancer
A wheel that pays for its own refill twice over. Traditional wheel effects empty your hand and hand you a fresh grip; this one first converts each discarded card into a red pip, then draws that many plus one, so a hand dumped for value leaves a burst of red floating to sink into whatever the wheel just dealt. The refill and the payoff can share a single turn, which is what pushes it past a plain draw-seven: dump five, float five red, draw six, and half the table's worth of spells is already payable off the cards you just drew. Bolted onto the end is the part that changes what kind of card this is. Will of the Planeswalkers turns an effect that would resolve identically every cast into a table-wide referendum, and because a tie breaks to chaos, only the draw is guaranteed; the planeswalk-versus-chaos outcome is decided by everyone at once and defaults to the more disruptive result whenever the room splits. A raw wheel is a solitaire button. Stapling a group vote to it forces the card draw to double as a political moment, which asks for an audience to mean anything at all. This is a big-table engine wearing the clothes of a burn-color draw spell, built for a game with more than two players sitting around the wheel.

