Zoyowa's Justice
The design lineage runs straight through Chaos Warp: shuffle the target away rather than kill it, and hand its owner a chance at replacement value. What sharpens the exchange here is that the compensation is not a blind flip off the top but a discover keyed to the exact mana value of what you shuffled away. Shuffle a two-drop and its owner discovers 2; shuffle a five-mana bomb and its owner discovers 5, a real free spell. That coupling reframes the whole targeting math. Because the owner, not the caster, gets the discover, the scaling runs against you when you point it at your opponent: the more expensive the permanent you answer, the fatter the cascade you hand them, so this is a soft answer with a built-in tax on greedy usage. The clean lines run the other direction. Aiming it at your own permanent gives you the discover, which turns it into a way to trade a modest creature or artifact for a spell you cast for free, and a way to reset a permanent you would rather have back in your deck. The targeting has one hard edge: it can only hit an artifact or creature with mana value 1 or greater, so a face-up zero-cost object (a token, a Treasure, a zero-cost mana rock) sits outside its reach entirely. It belongs to the small class of removal that treats a shuffle as a negotiation, weighing what you give up against what you concede.
