Winds of Change
A symmetric hand-reset at one mana, and the symmetry is the point. The card is a study in how to price a wheel: strip the card-quantity guarantee that Wheel of Fortune offers (everyone draws seven) and replace it with a per-player hand-size variable, and the rate collapses to a single red. The catch is that each player draws exactly as many as they shuffled in, so the spell does not refill you for free: empty your hand first and you draw nothing, because you put nothing back. What you can manufacture is a disparity in quality, not quantity. Cast it with a grip of dead cards and you trade them for fresh ones at parity, while an opponent sitting on a carefully assembled hand (counterspells lined up, a combo half-built) is forced to shuffle that work back into a random library and redraw the same number of unknowns. That is the asymmetry the caster controls: the spell is indifferent to card count and brutal to card selection. The disruption is the real function, and the card-draw is incidental, since the value is in scrambling someone else's setup rather than improving your own raw numbers. It belongs to a recognizable family of randomizing wheels (Teferi's Puzzle Box, Wheel of Misfortune), but this is the cleanest early expression of the idea that a per-player variable can do the work a fixed number does, for a single red, if you are willing to weaponize the shuffle.

Rules text
Format Status
More formatsFewer formats
Other printings
- Marvel Universe#30
- Through the Omenpaths Bonus Sheet#30
- Mystery Booster 2#201
- Secret Lair Drop#1128
- Masters Edition#111
- Portal#156
- Fifth Edition#275
- Renaissance#98









