Pyretic Charge
Wheel effects have always cut two ways: refill your hand and refill your opponents' too. This one narrows the transaction to a single seat and bolts a payoff onto it. Discarding your hand to draw four is a personal, symmetry-free variant of the classic red wheel, but the +1/+0-per-card rider turns a card-advantage spell into a combat multiplier, which reorients the whole thing toward the attack step. That rider is what defines the decision: the pump scales off what you discard, so a full hand both refuels and swings a wide board toward lethal, while an empty hand refuels but pumps nothing. The card actively rewards you for casting it fat, which fights the reflex to dump your hand first. Plot is what makes that workable. Paying the cost on an earlier turn banks the spell out of your hand (so it does not count against its own discard) and lets you cast it for free on the alpha-strike turn, sidestepping the five-mana price at the exact moment your mana is committed to attackers and other threats. The mechanic was built for this kind of split-turn setup: pay when you have mana to spare, deploy when tempo matters. The result is a refuel spell that reads like card advantage but plays like a finisher, gated so that neither half of the bargain comes cheap.

