Wheel of Potential
Wheel effects have always been symmetric noise: everyone dumps a hand, everyone refills to seven, and the payoff comes from whoever was closest to empty. This one rewrites that arithmetic by making the refill a variable you set. The three energy counters are the seed, but the hook is that you choose how much to spend, and each player may then exile their own hand and draw that same number: an optional refresh at everyone's discretion, not a mandatory shuffle-and-refill forced on the table. Pay a little and you tick your hand up modestly while denying opponents the full seven a classic wheel hands them; pay big and you convert energy banked from elsewhere into a genuinely oversized draw. The seven-energy threshold is where it stops being card advantage and becomes an engine: cross it and the cards you exiled off your own hand become playable through your next turn, which turns the exile clause from a cost into a delayed second hand.
That threshold is the tension worth sitting with. Energy accumulates across a game rather than arriving on a single sorcery, so the big mode rewards a board already flush with counters instead of a line you cast into for free. Without an energy source feeding it, the card is a scalable exile-and-refill that lets you meter the symmetry to your advantage; with one, it becomes a controlled refuel where you keep access to everything you pitched. The variable payment is the wrinkle no fixed-seven wheel offered: a dial where every earlier version handed you a set number.



