Wheel of Torture
Black Vise turned upside down. Where that card punished a fat hand, this one punishes an empty one: the damage scales inversely, biting hardest the moment an opponent has tapped out and committed everything to the board. Three cards in hand and the artifact sits inert; an empty hand and it ticks for the full three on every upkeep. That makes it a back-half closer for the kind of deck that strips the opponent dry and then needs a clock, the natural partner to discard that keeps a hand pinned at zero. Note the anti-synergy that the name almost dares you to miss: the symmetric draw-seven wheels are exactly the wrong support, since refilling an opponent to seven cards flips the increments straight back to inert. The friction is that it only ever fires on the opponent's upkeep, never your own turn, so it cannot end a game in a hurry; it grinds, demanding you keep their hand low long enough for the damage to add up. That patience requirement is what separates it from a real burn spell: a player rebuilding shrugs it off, and a single draw step can zero out the clock. Built for the slow, attritional plan that wants to win after the opponent has nothing left, and largely irrelevant against anyone holding cards.

