Best Wheel Effects

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Windfall Each player discards their hand, then draws cards equal to the greatest number of cards a player discarded this way.

Windfall

Valakut Awakening // Valakut Stoneforge Put any number of cards from your hand on the bottom of your library, then draw that many cards plus one. // This land enters tapped. {T}: Add {R}.

Valakut Awakening // Valakut Stoneforge

Wheel of Fortune Each player discards their hand, then draws seven cards.

Wheel of Fortune

Midnight Clock {T}: Add {U}. {2}{U}: Put an hour counter on this artifact. At the beginning of each upkeep, put an hour counter on this artifact. When the twelfth hour counter is put on this artifact, shuffle your hand and graveyard into your library, then draw seven cards. Exile this artifact.

Midnight Clock

Magus of the Wheel {1}{R}, {T}, Sacrifice this creature: Each player discards their hand, then draws seven cards.

Magus of the Wheel

Wheel of Misfortune Each player secretly chooses a number 0 or greater, then all players reveal those numbers simultaneously and determine the highest and lowest numbers revealed this way. Wheel of Misfortune deals damage equal to the highest number to each player who chose that number. Each player who didn't choose the lowest number discards their hand, then draws seven cards.

Wheel of Misfortune

Dark Deal Each player discards all the cards in their hand, then draws that many cards minus one.

Dark Deal

Brass's Tunnel-Grinder // Tecutlan, the Searing Rift When Brass's Tunnel-Grinder enters, discard any number of cards, then draw that many cards plus one. At the beginning of your end step, if you descended this turn, put a bore counter on Brass's Tunnel-Grinder. Then if there are three or more bore counters on it, remove those counters and transform it. (You descended if a permanent card was put into your graveyard from anywhere.) // (Transforms from Brass's Tunnel-Grinder.) {T}: Add {R}. Whenever you cast a permanent spell using mana produced by Tecutlan, discover X, where X is that spell's mana value.

Brass's Tunnel-Grinder // Tecutlan, the Searing Rift

Reforge the Soul Each player discards their hand, then draws seven cards. Miracle {1}{R} (You may cast this card for its miracle cost when you draw it if it's the first card you drew this turn.)

Reforge the Soul

Jace's Archivist {U}, {T}: Each player discards their hand, then draws cards equal to the greatest number of cards a player discarded this way.

Jace's Archivist

Teferi's Puzzle Box At the beginning of each player's draw step, that player puts the cards in their hand on the bottom of their library in any order, then draws that many cards.

Teferi's Puzzle Box

Will of the Jeskai Choose one. If you control a commander as you cast this spell, you may choose both instead. • Each player may discard their hand and draw five cards. • Each instant and sorcery card in your graveyard gains flashback until end of turn. The flashback cost is equal to its mana cost.

Will of the Jeskai

Winds of Change Each player shuffles the cards from their hand into their library, then draws that many cards.

Winds of Change

Echo of Eons Each player shuffles their hand and graveyard into their library, then draws seven cards. Flashback {2}{U} (You may cast this card from your graveyard for its flashback cost. Then exile it.)

Echo of Eons

Dragon Mage Flying Whenever this creature deals combat damage to a player, each player discards their hand, then draws seven cards.

Dragon Mage

Tolarian Winds Discard all the cards in your hand, then draw that many cards.

Tolarian Winds

Whispering Madness Each player discards their hand, then draws cards equal to the greatest number of cards a player discarded this way. Cipher (Then you may exile this spell card encoded on a creature you control. Whenever that creature deals combat damage to a player, its controller may cast a copy of the encoded card without paying its mana cost.)

Whispering Madness

Sauron, the Dark Lord Ward—Sacrifice a legendary artifact or legendary creature. Whenever an opponent casts a spell, amass Orcs 1. Whenever an Army you control deals combat damage to a player, the Ring tempts you. Whenever the Ring tempts you, you may discard your hand. If you do, draw four cards.

Sauron, the Dark Lord

Commit // Memory Put target spell or nonland permanent into its owner's library second from the top. // Aftermath (Cast this spell only from your graveyard. Then exile it.) Each player shuffles their hand and graveyard into their library, then draws seven cards.

Commit // Memory

Clive, Ifrit's Dominant // Ifrit, Warden of Inferno When Clive enters, you may discard your hand, then draw cards equal to your devotion to red. (Each {R} in the mana costs of permanents you control counts toward your devotion to red.) {4}{R}{R}, {T}: Exile Clive, then return it to the battlefield transformed under its owner's control. Activate only as a sorcery. // (As this Saga enters and after your draw step, add a lore counter.) I — Lunge — Ifrit fights up to one other target creature. II, III — Brimstone — Add {R}{R}{R}{R}. If Ifrit has three or more lore counters on it, exile it, then return it to the battlefield (front face up).

Clive, Ifrit's Dominant // Ifrit, Warden of Inferno

Forgotten Creation Skulk (This creature can't be blocked by creatures with greater power.) At the beginning of your upkeep, you may discard all the cards in your hand. If you do, draw that many cards.

Forgotten Creation

Timetwister Each player shuffles their hand and graveyard into their library, then draws seven cards. (Then put Timetwister into its owner's graveyard.)

Timetwister

Blood for the Blood God! This spell costs {1} less to cast for each creature that died this turn. Discard your hand, then draw eight cards. Blood for the Blood God! deals 8 damage to each opponent. Exile Blood for the Blood God!

Blood for the Blood God!

Wheel of Fate Suspend 4—{1}{R} (Rather than cast this card from your hand, pay {1}{R} and exile it with four time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, you may cast it without paying its mana cost.) Each player discards their hand, then draws seven cards.

Wheel of Fate

Nibelheim Aflame Choose target creature you control. It deals damage equal to its power to each other creature. If this spell was cast from a graveyard, discard your hand and draw four cards. Flashback {5}{R}{R} (You may cast this card from your graveyard for its flashback cost. Then exile it.)

Nibelheim Aflame

Molten Psyche Each player shuffles the cards from their hand into their library, then draws that many cards. Metalcraft — If you control three or more artifacts, Molten Psyche deals damage to each opponent equal to the number of cards that player has drawn this turn.

Molten Psyche

Neheb, Dreadhorde Champion Trample Whenever Neheb deals combat damage to a player or planeswalker, you may discard any number of cards. If you do, draw that many cards and add that much {R}. Until end of turn, you don't lose this mana as steps and phases end.

Neheb, Dreadhorde Champion

Elder Brain Menace Whenever this creature attacks a player, exile all cards from that player's hand, then they draw that many cards. You may play lands and cast spells from among the exiled cards for as long as they remain exiled. If you cast a spell this way, you may spend mana as though it were mana of any color to cast it.

Elder Brain

Knollspine Dragon Flying When this creature enters, you may discard your hand and draw cards equal to the damage dealt to target opponent this turn.

Knollspine Dragon

Trenzalore Clocktower {T}: Add {U}. Put a time counter on Trenzalore Clocktower. {1}{U}, {T}, Remove twelve time counters from Trenzalore Clocktower and exile it: Shuffle your graveyard and hand into your library, then draw seven cards. Activate only if you control a Time Lord.

Trenzalore Clocktower

Snort Each player may discard their hand and draw five cards. Then Snort deals 5 damage to each opponent who discarded their hand this way. Flashback {5}{R} (You may cast this card from your graveyard for its flashback cost. Then exile it.)

Snort

Celes, Rune Knight When Celes enters, discard any number of cards, then draw that many cards plus one. Whenever one or more other creatures you control enter, if one or more of them entered from a graveyard or was cast from a graveyard, put a +1/+1 counter on each creature you control.

Celes, Rune Knight

Ruin Grinder Menace When this creature dies, each player may discard their hand and draw seven cards. Mountaincycling {2} ({2}, Discard this card: Search your library for a Mountain card, reveal it, put it into your hand, then shuffle.)

Ruin Grinder

Change of Fortune Discard your hand, then draw a card for each card you've discarded this turn.

Change of Fortune

Day's Undoing Each player shuffles their hand and graveyard into their library, then draws seven cards. If it's your turn, end the turn. (Exile all spells and abilities from the stack, including this card. Discard down to your maximum hand size. Damage wears off, and "this turn" and "until end of turn" effects end.)

Day's Undoing

Wheel and Deal Any number of target opponents each discard their hands, then draw seven cards. Draw a card.

Wheel and Deal

Time Reversal Each player shuffles their hand and graveyard into their library, then draws seven cards. Exile Time Reversal.

Time Reversal

Herigast, Erupting Nullkite Emerge {6}{R}{R} (You may cast this spell by sacrificing a creature and paying the emerge cost reduced by that creature's mana value.) When you cast this spell, you may exile your hand. If you do, draw three cards. Flying Each creature spell you cast has emerge. The emerge cost is equal to its mana cost.

Herigast, Erupting Nullkite

Hex Magic Exile all the cards from your hand, then draw that many cards. Until the end of your next turn, you may play cards exiled this way.

Hex Magic

Cavalier of Flame {1}{R}: Creatures you control get +1/+0 and gain haste until end of turn. When this creature enters, discard any number of cards, then draw that many cards. When this creature dies, it deals X damage to each opponent and each planeswalker they control, where X is the number of land cards in your graveyard.

Cavalier of Flame

Imposing Grandeur Each player may discard their hand and draw cards equal to the greatest mana value of a commander they own on the battlefield or in the command zone.

Imposing Grandeur

Memory Jar {T}, Sacrifice this artifact: Each player exiles all cards from their hand face down and draws seven cards. At the beginning of the next end step, each player discards their hand and returns to their hand each card they exiled this way.

Memory Jar

Jackdaw Whenever Jackdaw deals combat damage to a player, you may discard your hand. If you do, draw a card for each artifact you control. Crew 3

Jackdaw

Time Spiral Exile Time Spiral. Each player shuffles their hand and graveyard into their library, then draws seven cards. You untap up to six lands.

Time Spiral

Path of the Pyromancer Discard all the cards in your hand. Add {R} for each card discarded this way, then draw that many cards plus one. Will of the Planeswalkers — Starting with you, each player votes for planeswalk or chaos. If planeswalk gets more votes, planeswalk. If chaos gets more votes or the vote is tied, chaos ensues.

Path of the Pyromancer

Decaying Time Loop Discard all the cards in your hand, then draw that many cards. Retrace (You may cast this card from your graveyard by discarding a land card in addition to paying its other costs.)

Decaying Time Loop

Whirlpool Warrior When this creature enters, shuffle the cards from your hand into your library, then draw that many cards. {R}, Sacrifice this creature: Each player shuffles the cards from their hand into their library, then draws that many cards.

Whirlpool Warrior

Anje's Ravager This creature attacks each combat if able. Whenever this creature attacks, discard your hand, then draw three cards. Madness {1}{R} (If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)

Anje's Ravager

Collective Defiance Escalate {1} (Pay this cost for each mode chosen beyond the first.) Choose one or more — • Target player discards all the cards in their hand, then draws that many cards. • Collective Defiance deals 4 damage to target creature. • Collective Defiance deals 3 damage to target opponent or planeswalker.

Collective Defiance

Into the Fire Choose one — • Into the Fire deals 2 damage to each creature, planeswalker, and battle. • Put any number of cards from your hand on the bottom of your library, then draw that many cards plus one.

Into the Fire

Subira, Tulzidi Caravanner Haste {1}: Another target creature with power 2 or less can't be blocked this turn. {1}{R}, {T}, Discard your hand: Until end of turn, whenever a creature you control with power 2 or less deals combat damage to a player, draw a card.

Subira, Tulzidi Caravanner

Smellerbee, Rebel Fighter First strike Other creatures you control have haste. Whenever Smellerbee attacks, you may discard your hand. If you do, draw cards equal to the number of attacking creatures.

Smellerbee, Rebel Fighter

Invasion of Kaldheim // Pyre of the World Tree (As a Siege enters, choose an opponent to protect it. You and others can attack it. When it's defeated, exile it, then cast it transformed.) When this Siege enters, exile all cards from your hand, then draw that many cards. Until the end of your next turn, you may play cards exiled this way. // Discard a land card: This enchantment deals 2 damage to any target. Whenever you discard a land card, exile the top card of your library. You may play that card this turn.

Invasion of Kaldheim // Pyre of the World Tree

Phyrexian Dragon Engine Double strike When this creature enters from your graveyard, you may discard your hand. If you do, draw three cards. Unearth {3}{R}{R} (Melds with Mishra, Claimed by Gix.)

Phyrexian Dragon Engine

Naktamun Lorespinner // Wheel of Fortune At the beginning of your upkeep, if a player has one or fewer cards in hand, this creature becomes prepared. (While it's prepared, you may cast a copy of its spell. Doing so unprepares it.) // Each player discards their hand, then draws seven cards.

Naktamun Lorespinner // Wheel of Fortune

Fateful Showdown Fateful Showdown deals damage to any target equal to the number of cards in your hand. Discard all the cards in your hand, then draw that many cards.

Fateful Showdown

Chandra, Flamecaller +1: Create two 3/1 red Elemental creature tokens with haste. Exile them at the beginning of the next end step. 0: Discard all the cards in your hand, then draw that many cards plus one. −X: Chandra deals X damage to each creature.

Chandra, Flamecaller

Incendiary Command Choose two — • Incendiary Command deals 4 damage to target player or planeswalker. • Incendiary Command deals 2 damage to each creature. • Destroy target nonbasic land. • Each player discards all the cards in their hand, then draws that many cards.

Incendiary Command

Ancient Excavation Draw cards equal to the number of cards in your hand, then discard a card for each card drawn this way. Basic landcycling {2} ({2}, Discard this card: Search your library for a basic land card, reveal it, put it into your hand, then shuffle.)

Ancient Excavation

Flux Each player discards any number of cards, then draws that many cards. Draw a card.

Flux

Khorvath's Fury For each player, choose friend or foe. Each friend discards all cards from their hand, then draws that many cards plus one. Khorvath's Fury deals damage to each foe equal to the number of cards in their hand.

Khorvath's Fury

Sail into the West Will of the council — Starting with you, each player votes for return or embark. If return gets more votes, each player returns up to two cards from their graveyard to their hand, then you exile Sail into the West. If embark gets more votes or the vote is tied, each player may discard their hand and draw seven cards.

Sail into the West

Ox of Agonas When this creature enters, discard your hand, then draw three cards. Escape—{R}{R}, Exile eight other cards from your graveyard. (You may cast this card from your graveyard for its escape cost.) This creature escapes with a +1/+1 counter on it.

Ox of Agonas

Mishra's Command Choose two — • Choose target player. They may discard up to X cards. Then they draw a card for each card discarded this way. • This spell deals X damage to target creature. • This spell deals X damage to target planeswalker. • Target creature gets +X/+0 and gains haste until end of turn.

Mishra's Command

Connecting the Dots Whenever a creature you control attacks, exile the top card of your library face down. (You can't look at it.) {1}{R}, Discard your hand, Sacrifice this enchantment: Put all cards exiled with this enchantment into their owners' hands.

Connecting the Dots

Wheel of Potential You get {E}{E}{E} (three energy counters), then you may pay any amount of {E}. Each player may exile their hand and draw a number of cards equal to the amount of {E} paid this way. If seven or more {E} was paid this way, you may play cards you own exiled this way until the end of your next turn.

Wheel of Potential

Pyretic Charge Discard your hand, then draw four cards. For each card discarded this way, creatures you control get +1/+0 until end of turn. Plot {3}{R} (You may pay {3}{R} and exile this card from your hand. Cast it as a sorcery on a later turn without paying its mana cost. Plot only as a sorcery.)

Pyretic Charge

Slate of Ancestry {4}, {T}, Discard your hand: Draw a card for each creature you control.

Slate of Ancestry

Sycorax Commander First strike, haste Sanctified Rules of Combat — When this creature enters, each opponent faces a villainous choice — That opponent discards all the cards in their hand, then draws that many cards minus one, or this creature deals damage to that player equal to the number of cards in their hand.

Sycorax Commander

Channeled Force As an additional cost to cast this spell, discard X cards. Target player draws X cards. Channeled Force deals X damage to up to one target creature or planeswalker.

Channeled Force

Illuminate History Discard any number of cards, then draw that many cards. Then if there are seven or more cards in your graveyard, create a 3/2 red and white Spirit creature token.

Illuminate History

Step Between Worlds Each player may shuffle their hand and graveyard into their library. Each player who does draws seven cards. Exile Step Between Worlds. Plot {4}{U}{U} (You may pay {4}{U}{U} and exile this card from your hand. Cast it as a sorcery on a later turn without paying its mana cost. Plot only as a sorcery.)

Step Between Worlds

Steal the Show Choose one or both — • Target player discards any number of cards, then draws that many cards. • Steal the Show deals damage equal to the number of instant and sorcery cards in your graveyard to target creature or planeswalker.

Steal the Show

Game Plan Assist (Another player can pay up to {5} of this spell's cost.) Each player shuffles their hand and graveyard into their library, then draws seven cards. Exile Game Plan.

Game Plan

Emergency Powers Each player shuffles their hand and graveyard into their library, then draws seven cards. Exile Emergency Powers. Addendum — If you cast this spell during your main phase, you may put a permanent card with mana value 7 or less from your hand onto the battlefield.

Emergency Powers

Balin, Loremaster Storied (If you control three or more artifacts, legendaries, and/or Sagas, you have an enduring story for the rest of the game.) Whenever Balin or another Dwarf you control enters, you may discard your hand. Draw X cards, where X is the number of cards discarded this way. If you have an enduring story, Balin deals X damage to each opponent.

Balin, Loremaster

Vindictive Flamestoker Whenever you cast a noncreature spell, put an oil counter on this creature. {6}{R}, Sacrifice this creature: Discard your hand, then draw four cards. This ability costs {1} less to activate for each oil counter on this creature.

Vindictive Flamestoker

Byway Barterer Menace Whenever you expend 4, you may discard your hand. If you do, draw two cards. (You expend 4 as you spend your fourth total mana to cast spells during a turn.)

Byway Barterer

Raphael's Technique Sneak {2}{R} (You may cast this spell for {2}{R} if you also return an unblocked attacker you control to hand during the declare blockers step.) Each player may discard their hand and draw seven cards.

Raphael's Technique

Heartwarming Redemption Discard all the cards in your hand, then draw that many cards plus one. You gain life equal to the number of cards in your hand.

Heartwarming Redemption

Peer Past the Veil Discard your hand. Then draw X cards, where X is the number of card types among cards in your graveyard.

Peer Past the Veil

Narset, Jeskai Waymaster At the beginning of your end step, you may discard your hand. If you do, draw cards equal to the number of spells you've cast this turn.

Narset, Jeskai Waymaster

The Great Aurora Each player shuffles all cards from their hand and all permanents they own into their library, then draws that many cards. Each player may put any number of land cards from their hand onto the battlefield. Exile The Great Aurora.

The Great Aurora

Whirlpool Rider When this creature enters, shuffle the cards from your hand into your library, then draw that many cards.

Whirlpool Rider

Chandra, Flame's Catalyst +1: Chandra deals 3 damage to each opponent. −2: You may cast target red instant or sorcery card from your graveyard. If that spell would be put into your graveyard, exile it instead. −8: Discard your hand, then draw seven cards. Until end of turn, you may cast spells from your hand without paying their mana costs.

Chandra, Flame's Catalyst

Umaro, Raging Yeti Trample At the beginning of combat on your turn, choose one at random — • Other creatures you control get +3/+0 and gain trample until end of turn. • Discard your hand, then draw four cards. • Umaro deals 5 damage to any target.

Umaro, Raging Yeti

Into the Night It becomes night. Discard any number of cards, then draw that many cards plus one.

Into the Night

Runehorn Hellkite Flying {5}{R}, Exile this card from your graveyard: Each player discards their hand, then draws seven cards.

Runehorn Hellkite

Hoarder's Overflow When this enchantment enters and whenever you expend 4, put a stash counter on it. (You expend 4 as you spend your fourth total mana to cast spells during a turn.) {1}{R}, Sacrifice this enchantment: Discard your hand, then draw cards equal to the number of stash counters on this enchantment.

Hoarder's Overflow

Queen Kayla bin-Kroog {4}, {T}: Discard all the cards in your hand, then draw that many cards. You may choose an artifact or creature card with mana value 1 you discarded this way, then do the same for artifact or creature cards with mana values 2 and 3. Return those cards to the battlefield. Activate only as a sorcery.

Queen Kayla bin-Kroog

Borrowed Knowledge Choose one — • Discard your hand, then draw cards equal to the number of cards in target opponent's hand. • Discard your hand, then draw cards equal to the number of cards discarded this way.

Borrowed Knowledge

Bomat Courier Haste Whenever this creature attacks, exile the top card of your library face down. (You can't look at it.) {R}, Discard your hand, Sacrifice this creature: Put all cards exiled with this creature into their owners' hands.

Bomat Courier

Case of the Crimson Pulse When this Case enters, discard a card, then draw two cards. To solve — You have no cards in hand. (If unsolved, solve at the beginning of your end step.) Solved — At the beginning of your upkeep, discard your hand, then draw two cards.

Case of the Crimson Pulse

Lich's Mirror If you would lose the game, instead shuffle your hand, your graveyard, and all permanents you own into your library, then draw seven cards and your life total becomes 20.

Lich's Mirror

Shattered Perception Discard all the cards in your hand, then draw that many cards. Flashback {5}{R} (You may cast this card from your graveyard for its flashback cost. Then exile it.)

Shattered Perception

Arjun, the Shifting Flame Flying Whenever you cast a spell, put the cards in your hand on the bottom of your library in any order, then draw that many cards.

Arjun, the Shifting Flame

Bedlam Reveler This spell costs {1} less to cast for each instant and sorcery card in your graveyard. Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.) When this creature enters, discard your hand, then draw three cards.

Bedlam Reveler

Weftwalking When this enchantment enters, if you cast it, shuffle your hand and graveyard into your library, then draw seven cards. The first spell each player casts during each of their turns may be cast without paying its mana cost.

Weftwalking

Chandra Ablaze +1: Discard a card. If a red card is discarded this way, Chandra deals 4 damage to any target. −2: Each player discards their hand, then draws three cards. −7: Cast any number of red instant and/or sorcery cards from your graveyard without paying their mana costs.

Chandra Ablaze

Ogre-Head Helm Equipped creature gets +2/+2. Whenever this creature or equipped creature deals combat damage to a player, you may sacrifice it. If you do, discard your hand, then draw three cards. Reconfigure {3} ({3}: Attach to target creature you control; or unattach from a creature. Reconfigure only as a sorcery. While attached, this isn't a creature.)

Ogre-Head Helm

Dangerous Wager Discard your hand, then draw two cards.

Dangerous Wager

Mindmoil Whenever you cast a spell, put the cards in your hand on the bottom of your library in any order, then draw that many cards.

Mindmoil

Hearth Elemental // Stoke Genius This spell costs {X} less to cast, where X is the number of cards in your graveyard that are instant cards, sorcery cards, and/or have an Adventure. // Discard your hand, then draw two cards. (Then exile this card. You may cast the creature later from exile.)

Hearth Elemental // Stoke Genius

Amber Gristle O'Maul Haste Whenever Amber Gristle O'Maul attacks, you may discard your hand. If you do, draw a card for each player being attacked. Choose a Background (You can have a Background as a second commander.)

Amber Gristle O'Maul

Sensation Gorger Kinship — At the beginning of your upkeep, you may look at the top card of your library. If it shares a creature type with this creature, you may reveal it. If you do, each player discards their hand, then draws four cards.

Sensation Gorger

Jace, the Living Guildpact +1: Look at the top two cards of your library. Put one of them into your graveyard. −3: Return another target nonland permanent to its owner's hand. −8: Each player shuffles their hand and graveyard into their library. You draw seven cards.

Jace, the Living Guildpact

Whirlpool Drake Flying When this creature enters, shuffle the cards from your hand into your library, then draw that many cards. When this creature dies, shuffle the cards from your hand into your library, then draw that many cards.

Whirlpool Drake

Credit Voucher {2}, {T}, Sacrifice this artifact: Shuffle any number of cards from your hand into your library, then draw that many cards.

Credit Voucher

Leave // Chance Return any number of target permanents you own to your hand. // Aftermath (Cast this spell only from your graveyard. Then exile it.) Discard any number of cards, then draw that many cards.

Leave // Chance

Temporal Cascade Choose one — • Each player shuffles their hand and graveyard into their library. • Each player draws seven cards. Entwine {2} (Choose both if you pay the entwine cost.)

Temporal Cascade

Moonveil Regent Flying Whenever you cast a spell, you may discard your hand. If you do, draw a card for each of that spell's colors. When this creature dies, it deals X damage to any target, where X is the number of colors among permanents you control.

Moonveil Regent

Diminishing Returns Each player shuffles their hand and graveyard into their library. You exile the top ten cards of your library. Then each player draws up to seven cards.

Diminishing Returns

Sway of the Stars Each player shuffles their hand, graveyard, and all permanents they own into their library, then draws seven cards. Each player's life total becomes 7.

Sway of the Stars

Ajani Unrelenting Whenever you activate a loyalty ability, create a 2/2 colorless Wizard Soldier creature token named Cadet. +1: Creatures you control get +1/+0 and gain haste until end of turn. −2: Discard your hand, then draw a card for each creature you control. −3: Ajani deals 4 damage to each creature except for tokens you control.

Ajani Unrelenting

Colossus of the Blood Age When this creature enters, it deals 3 damage to each opponent and you gain 3 life. When this creature dies, discard any number of cards, then draw that many cards plus one.

Colossus of the Blood Age

Turtles in Time Return all creatures to their owners' hands. Each player may shuffle their hand and graveyard into their library, then each player who does draws seven cards. Exile Turtles in Time.

Turtles in Time

Astonishing Spider-Man Reach Whenever Astonishing Spider-Man attacks, you may discard your hand. If you do, draw a card for each card you've discarded this turn.

Astonishing Spider-Man

Barbed Shocker Trample, haste Whenever this creature deals damage to a player, that player discards all the cards in their hand, then draws that many cards.

Barbed Shocker

Fugitive Codebreaker Prowess, haste Disguise {5}{R}. This cost is reduced by {1} for each instant and sorcery card in your graveyard. (You may cast this card face down for {3} as a 2/2 creature with ward {2}. Turn it face up any time for its disguise cost.) When this creature is turned face up, discard your hand, then draw three cards.

Fugitive Codebreaker

Immortus, Master of Eternity {T}: Add {U} for each card you've drawn this turn. Spend this mana only to cast noncreature spells. Power-up — {5}{U}{U}: Each player shuffles their hand and graveyard into their library, then draws seven cards. Put a +1/+1 counter on Immortus. (Activate each power-up ability only once. Reduce the cost by his mana cost if he entered this turn.)

Immortus, Master of Eternity

Induced Amnesia When this enchantment enters, target player exiles all cards from their hand face down, then draws that many cards. When this enchantment is put into a graveyard from the battlefield, return the exiled cards to their owner's hand.

Induced Amnesia

The Flame of Keld (As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — Discard your hand. II — Draw two cards. III — If a red source you control would deal damage to a permanent or player this turn, it deals that much damage plus 2 to that permanent or player instead.

The Flame of Keld

Soratami Seer Flying {4}, Return two lands you control to their owner's hand: Discard all the cards in your hand, then draw that many cards.

Soratami Seer

Laquatus's Creativity Target player draws cards equal to the number of cards in their hand, then discards that many cards.

Laquatus's Creativity

Rix Maadi Reveler Spectacle {2}{B}{R} (You may cast this spell for its spectacle cost rather than its mana cost if an opponent lost life this turn.) When this creature enters, discard a card, then draw a card. If this creature's spectacle cost was paid, instead discard your hand, then draw three cards.

Rix Maadi Reveler

Arzakon +2: Arzakon deals 3 damage to any other target. −3: Create a Black Lotus token. (It's a {0} artifact with "{T}, Sacrifice this token: Add three mana of any one color.") −7: Each player shuffles their hand and graveyard into their library, then draws seven cards. Arzakon can be your commander.

Arzakon

Shocker Whenever this creature deals damage to a player, that player discards all the cards in their hand, then draws that many cards.

Shocker

Oath of Scholars At the beginning of each player's upkeep, that player chooses target player who has more cards in hand than they do and is their opponent. The first player may discard their hand and draw three cards.

Oath of Scholars

The Unluckiest Planeswalker Rulebreaker — A deck with this commander can have Aura cards of any color identity and any basic land cards. +1: Add one mana of any color. When you spend this mana to cast an Aura spell this turn, create a 1/1 red Gremlin creature token. −3: Discard your hand, then draw cards equal to twice the number of Auras you control. For each Aura attached to you, attach it to an opponent of your choice. The Unluckiest Planeswalker can be your commander.

The Unluckiest Planeswalker

Book Devourer Trample Whenever this creature deals combat damage to a player, you may discard all the cards in your hand. If you do, draw that many cards.

Book Devourer

Thought Gorger Trample When this creature enters, put a +1/+1 counter on it for each card in your hand. If you do, discard your hand. When this creature leaves the battlefield, draw a card for each +1/+1 counter on it.

Thought Gorger

Reverberating Summons At the beginning of each combat, if you've cast two or more spells this turn, this enchantment becomes a 3/3 Monk creature with haste in addition to its other types until end of turn. {1}{R}, Discard your hand, Sacrifice this enchantment: Draw two cards.

Reverberating Summons

Vaultguard Trooper At the beginning of your end step, if you control two or more tapped creatures, you may discard your hand. If you do, draw two cards.

Vaultguard Trooper

Miss Highwater Menace Whenever Miss Highwater deals combat damage to a player who doesn't have a contract counter, they may discard their hand. If they do, they draw seven cards and get a contract counter. For as long as they have a contract counter, when they lose the game, for each artifact and creature they controlled, create a token that's a copy of it.

Miss Highwater

Jack of Hearts, Volatile Hero Flying, haste When Jack of Hearts dies, he deals damage equal to his power to each creature. Power-up — {4}{R}{R}: Discard your hand, then draw three cards. Put two +1/+1 counters on Jack of Hearts. (Activate each power-up ability only once. Reduce the cost by his mana cost if he entered this turn.)

Jack of Hearts, Volatile Hero

Battlewing Mystic Kicker {R} (You may pay an additional {R} as you cast this spell.) Flying When this creature enters, if it was kicked, discard your hand, then draw two cards.

Battlewing Mystic

Variable Chaser // Arc of Fortune Flying, prowess This creature enters prepared. (While it's prepared, you may cast a copy of its spell. Doing so unprepares it.) // Each player may discard their hand and draw seven cards.

Variable Chaser // Arc of Fortune

Rusko, Clockmaker When Rusko, Clockmaker enters the battlefield, conjure a card named Midnight Clock onto the battlefield. Whenever you cast a noncreature spell, put an hour counter on each permanent you control named Midnight Clock. Each opponent loses 1 life and you gain 1 life.

Rusko, Clockmaker

Drastic Revelation Discard your hand. Draw seven cards, then discard three cards at random.

Drastic Revelation

Robber Fly Flying Whenever this creature becomes blocked, defending player discards all the cards in their hand, then draws that many cards.

Robber Fly

Contract from Below Remove this card from your deck before playing if you're not playing for ante. Discard your hand, ante the top card of your library, then draw seven cards.

Contract from Below

Embrace My Diabolical Vision When you set this scheme in motion, each player shuffles their hand and graveyard into their library. You draw seven cards, then each other player draws four cards.

Embrace My Diabolical Vision

Once More with Feeling Exile all permanents and all cards from all graveyards. Each player shuffles their hand into their library, then draws seven cards. Each player's life total becomes 10. Exile Once More with Feeling. DCI ruling — A deck can have only one card named Once More with Feeling.

Once More with Feeling

Pools of Becoming At the beginning of your end step, put the cards in your hand on the bottom of your library in any order, then draw that many cards. Whenever chaos ensues, reveal the top three cards of your planar deck. Each of the revealed cards' chaos abilities triggers. Then put the revealed cards on the bottom of your planar deck in any order.

Pools of Becoming

Strategy, Schmategy Roll a six-sided die. Strategy, Schmategy has the indicated effect. 1 — Do nothing. 2 — Destroy all artifacts. 3 — Destroy all lands. 4 — Strategy, Schmategy deals 3 damage to each creature and each player. 5 — Each player discards their hand and draws seven cards. 6 — Repeat this process two more times.

Strategy, Schmategy

Very Cryptic Command Choose two — • Untap two target permanents. • Tap each permanent target player controls with exactly one word in its name. • Discard all the cards in your hand, then draw that many cards. • Return target instant or sorcery card from your graveyard to your hand.

Very Cryptic Command

Your Plans Mean Nothing When you set this scheme in motion, any number of target players each discard their hands. Each opponent draws cards equal to the number of cards that player discarded minus one. Then if you discarded a card this way, draw seven cards.

Your Plans Mean Nothing