Robber Fly
The trigger here is a punishment dressed as a courtesy. Block this 1/1 flier and the defending player doesn't lose cards so much as reset their hand: discard everything, then redraw that many. Against an empty grip it does nothing; against a hand stuffed with situational dead cards it can be an upgrade. The design joke lives in that mismatch, and it sits among the era's red effects that degrade the opponent's hand quality rather than its size. The body is built to make blocking a small flier a decision instead of a reflex. But the controller almost never gets to choose when the trigger fires: blocking is the defending player's call, so the wheel only spins if the opponent wants it to, or is forced into it by the board. A flying body that can't profitably attack into open ground rarely forces the issue, which is why the effect lands more as a curiosity than a threat. The cleverness is in the framing: it reads like a one-sided Wheel of Fortune stapled to a creature, but the spin happens only in combat, only for one player, and only on terms the wrong player controls.
