Temporal Cascade
The entwine framing here is doing something sly: the two halves of the choice are nearly opposites, and paying the two extra lets the seven-mana sorcery do both at once for nine total. Reset everyone to a fresh seven and, with the entwine paid, scour the rest of their material back into the deck first. The graveyard mode is the load-bearing one. A wheel effect refills hands; folding the graveyard back in too is a quiet hoser against any deck that lives in its bin, the reanimator pile or the recursion engine that has been stocking the yard all game. The shuffle ordering is deliberate: hand and graveyard go in before the new seven come off the top, so an opponent who has spent the game digging gets handed a fresh, unsorted library and a hand they did not build. The cost is the honest part. Seven mana for one mode, nine for the entwine, is a sorcery-speed reset that does nothing to the board, so it asks to be the centerpiece of a deck that profits from breaking the symmetry: a shell that has already emptied its own hand, a deck whose graveyard is bare while the opponent's is full. Where Timetwister gave the wheel away at three, this prices the same effect at more than double and bolts a graveyard answer onto the back of it, which tells you exactly which knob the designers were turning.
