Wand of Wonder
Casting spells for free is old design space, but this one flips the source: instead of mining your own deck the way Mind's Desire does, it digs through opponents' libraries until it hits an instant or sorcery, then hands you their own spells to fire back at the table. The randomness works on two axes. The d20 gates the payoff, with the middle band (10-19, X=2) being the single likeliest result at fifty percent, the low band (1-9, X=1) close behind, and only a natural 20 tripling your take. But the deeper variance is in the fuel: you have no idea what you'll exile, because you are gambling on someone else's spellbook. A control player's board wipe becomes yours; a burn spell becomes a redirect. That double layer of chance sitting on top of a heavy activation cost is why this reads as a chaos artifact in the literal sense: not a plan you assemble but a lever you pull to see what falls out. The die roll is the honest part of the design, an admission that the reward was never meant to be something you could count on.



