Time Reversal
The wheel made expensive. Every player refills to seven, but the one who cast the spell chose the moment: fire it when your own grip is spent and your opponent is sitting on a fistful of carefully assembled answers, and the wash trades their advantage for parity while topping you off. The graveyard clause is the quieter half of the design. Everything in your bin returns to the deck, which makes this less a draw spell than a full reset of resources you have already burned through, a way to un-spend a game's worth of cantrips, removal, and dead recursion. The self-exile is also what keeps it from looping: the spell removes itself from the game rather than falling into a graveyard that could later fuel another cast, so there is no engine, only the single hard reset. It descends from Timetwister, the Power Nine wheel that did the same job two mana cheaper, and from Time Spiral, which folded a free untap into the deal. Five mana plus the self-exile clause is the price the years since those cards have settled on for a symmetrical refill that is not meant to chain. What it punishes is information: an opponent who has sculpted a grip of exactly the right cards watches that work evaporate, while the player drawing dead simply gets a new game.



