Last updated on April 10, 2026

Wheel of Fortune - Illustration by John Matson

Wheel of Fortune | Illustration by John Matson

Itโ€™s true what Journey said: โ€œThe wheel in the sky keeps on turning.โ€ The next part Iโ€™m not so sure about, because I absolutely know where Iโ€™ll be tomorrow: Sitting around, watching the wheel player discard and draw cards over and over again until they assemble some sort of win. Ironically, wheel players love spinning their wheels.

While my personal best wheel is a pack-3 pick-9 Polluted Delta, weโ€™re talking about a different kind of Magic wheel. The kind that constantly reshapes playersโ€™ hands and forces them to rework their strategies. The kind that also makes Narset, Parter of Veils an absolute nuisance.

Empty-handed? Ready to draw seven? Alright, letโ€™s take the wheel.

What Are Wheel Effects in MTG?

Windfall - Illustration by Scott Murphy

Windfall | Illustration by Scott Murphy

A wheel in Magic is shorthand for an effect that makes some number of players discard their hands and draw a new hand, often seven cards. These are also frequently called โ€œdraw-sevens,โ€ and get the wheel nickname from Alphaโ€™s Wheel of Fortune, one of Magic's best red sorceries and arguably red's best card-draw effect.

Wheels are almost exclusively blue or red, with a few exceptions. Itโ€™s quite common to see a wheel effect in most Standard set releases, and there are so many of these effects in Magic now that you can build entire wheel decks for Commander.

Thereโ€™s some overlap with wheels and looting/rummaging effects. Looters and rummagers usually only trade out a single card at a time, but some let you pick and choose how many cards you discard/draw. Effects like Burning Inquiry approach wheel territory, but today I focus on bigger effects like draw-sevens for this list.

Dishonorable Mention: Contract from Below

Contract from Below

Everything about Contract from Below is an atrocity. Ante on top of a broken effect doesnโ€™t make for a fun or exciting card, and this black sorcery looks like more of a blemish on Magic history than anything else.

#35. Diminishing Returns

Diminishing Returns

Itโ€™s been many years since people ran Diminishing Returns in any real tournament format, but you didnโ€™t think I was going to leave Forgetful Fish off the list, did you? This blue sorcery is a key wheel effect in the Dandรขn format, which is just popular enough to give it some credit.

#34. Fateful Showdown

Fateful Showdown

Fateful Showdownโ€™s not the first card youโ€™d run in a wheel deck, but it can deal the final blow in decks that stock up a hand full of cards. Some decks are equipped to draw and hold 20+ cards, in which case this red instant is the worldโ€™s largest Lava Axe and an instant-speed wheel all in one.

#33. Teferiโ€™s Puzzle Box

Teferi's Puzzle Box

Teferi's Puzzle Box makes it very difficult for players to maintain a consistent strategy, since theyโ€™ll be working with a new hand each turn. Except the person who played the Puzzle Box, of course. They either want a free wheel every turn, or theyโ€™re running cards that hate on their opponentsโ€™ draws, like Orcish Bowmasters or Spirit of the Labyrinth.

#32. Arjun, the Shifting Flame

Arjun, the Shifting Flame

Itโ€™s Mindmoil on a hot-headed sphinx wizard. Arjun, the Shifting Flame only affects you, but it triggers on every spell. In other words, youโ€™ll be drawing a lot of cards.

#31. Weftwalking

Weftwalking

Weftwalking is a chunky cost at and the ability to shuffle all your stuff into your library before you draw seven is definitely good. However, you just gave your opponents a round of free spells, so your card selection needs to be excellent surrounding this.

#30. Ruin Grinder

Ruin Grinder

Tying Ruin Grinderโ€™s wheel effect to a death trigger makes it ineffective, but being an artifact and having mountaincycling makes it a fine tech piece for graveyard-based artifact decks, like Daretti, Scrap Savant or Osgir, the Reconstructor.

#29. Emergency Powers

Emergency Powers

Instantโ€™s a huge boon for wheels, but 7 manaโ€™s a knock against just about anything. Being an instant isnโ€™t even that interesting here, since the addendum text encourages you to run it out during one of your main phases anyway. Strange design, but maybe a contender in a deck full of expensive haymakers.

#28. Dayโ€™s Undoing

Day's Undoing

Day's Undoing had its time in the Constructed spotlight, but itโ€™s mostly faded by now. The puzzle was figuring out how to cast this blue sorcery as an instant, giving you the first crack at a new hand of seven cards and skirting the Time Stop effect this has if you cast it during your own turn.

#27. Decaying Time Loop

Decaying Time Loop

I like the idea of a retractable wheel effect, especially as an instant. Decaying Time Loop has a small issue though: Discarding a land to retrace it means youโ€™re still going down a card on each cast, even if the Time Loopโ€™s coming from your graveyard. Maybe thatโ€™s the โ€œdecayingโ€ part of this red instant, but it does limit how effective each additional cast of the card is.

#26. Magus of the Wheel

Magus of the Wheel

The Magi creatures take popular, powerful effects from Magicโ€™s history and โ€œbalanceโ€ them by putting their effects on creatures, usually with tap abilities. Wheel of Fortune? Unfair. Magus of the Wheel? Not really even that good, though being a cheap red creature makes it easy to recur and reuse.

#25. Wheel of Fate

Wheel of Fate

Wheel of Fateโ€™s in an awkward position of being borderline broken in cascade/discover decks but being way too weak if your plan is to just suspend it and wait four turns. I suppose Doctor Who introduced some timey-wimey stuff that can speed up suspend, but if this red sorceryโ€˜s in your deck, odds are youโ€™re trying to do something unfair with it.

#24. Reforge the Soul

Reforge the Soul

Wheel of Fortune with miracle. Thatโ€™s the card. If I had to pull out anything interesting to say, itโ€™s a 5-mana spell that sometimes only charges 2 mana, which might matter for cards like Vial Smasher the Fierce or Rain of Riches.

#23. Wheel of Misfortune

Wheel of Misfortune

With more text than The Odyssey, Wheel of Misfortune introduces a gamblerโ€™s mini-game to the usual wheel effect. Bid too high and take a hit to the face for your new cards. Bid too low and youโ€™re not affected at all. Choose a number in the middle and you get to partake in the fun, if unnecessarily confusing, chaos.

#22. Jaceโ€™s Archivist

Jace's Archivist

A lot of wheels are referential. For example, Jace's Archivist is Windfall on a stick, and unlike Magus of the Wheel, this blue creature doesnโ€™t sacrifice to activate its ability. The wheels, they are a-spinning.

#21. Imposing Grandeur

Imposing Grandeur

I originally overlooked Imposing Grandeur since Crimson Vow and its Commander decks had a million red wheel effects for some reason. Itโ€™s a bit expensive, but I could see running it with a high mana value commander like Kamahl, Heart of Krosa or Omnath, Locus of Rage.

#20. Wheel of Potential

Wheel of Potential

Wheel of Potential allows players to opt out of wheeling if theyโ€™d like, and it scales with the amount of energy counters you can produce. Youโ€™ll want to reserve this for actual energy decks, but a wheel that lets you cast the cards you threw away is pretty cool.

#19. Winds of Change

Winds of Change

Winds of Change is the cheapest wheel effect out there. You definitely need to be all-in on some sort of draw/discard engine before you consider this red sorcery, because unlike most traditional wheel effects, this one puts everyone right back where they were, while youโ€™re left with one less card in your hand.

#18. Path of the Pyromancer

Path of the Pyromancer

Donโ€™t let the weird Planechase text distract you, Path of the Pyromancer really slaps. Sorry for the language, just trying to stay relevant with the hip folk.

Expensive wheels can take up your entire turn, but refunding a chunk of mana lets you cast some spells from your new hand, and the โ€œplus oneโ€ means youโ€™re net even on cards. I suppose it does have Planechase text, too, but Iโ€™m not here to encourage that sort of behavior.

#17. Commit // Memory

Commit // Memory

Commitโ€™s an overpriced โ€œcounterspellโ€ and Memoryโ€™s an expensive wheel, but together they offer a lot of utility on the same card. The aftermath mechanic on Memory also makes it a prime target for flashback-granting creatures like Torrential Gearhulk and Scholar of the Lost Trove.

#16. Blood for the Blood God!

Blood for the Blood God!

Blood for the Blood God! is an ideal follow-up to a board wipe, reducing its cost down to as little as 3 mana. It takes some maneuvering to actually cast this Rakdos () instant, but once resolved itโ€™s a mega-wheel that draws eight cards and chunks all your opponents for 8 direct damage.

#15. Sail into the West

Sail into the West

The MTGO Vintage Cube has put Sail into the West on more playersโ€™ radars. The effect of this Simic card comes down to a player vote, which changes depending on the format. In heads-up games, you can always force a wheel if thatโ€™s what you want. Thereโ€™s more deliberation in multiplayer. Either way, itโ€™s rare to see wheels at instant speed, especially at this mana value.

#14. Celes, Rune Knight

Celes, Rune Knight

Celes, Rune Knight is a neat option for Mardu with the ETB of a super rummage. It's meant to fuel reanimation, but four mana is just about right for trading out an entire hand of cards.

#13. Sway of the Stars

Sway of the Stars

This card was banned in Commander for a long time and fits nicely among the game changers. Sway of the Stars does bring annoying big-meme energy to casual Commander rather than spicy options for cEDH, but it feels safe in a world where Worldfire got unbanned without setting the format aflame.

#12. Time Reversal

Time Reversal

Clean! Time Reversalโ€™s a standard wheel effect through-and-through. No fancy mechanics, no special gimmicks, just a good old fashion universal draw-seven.

#11. Dark Deal

Dark Deal

Most wheel decks care about the card-drawing part, but Dark Dealโ€™s all about the discard. Instead of fueling big card draw payoffs, Dark Deal looks to weaponize cards like Tergrid, God of Fright and Megrim. If nothing else, the black sorcery leaves everyone with fewer resources than they started with.

#10. Memory Jar

Memory Jar

Once emergency-banned due to just how powerful it could be, Memory Jar is kind of like a temporary wheel. Players get a new hand of cards for a turn but then revert back to their original hand on the end step. Itโ€™s one of the best card-drawing artifacts in the game; if timed correctly you could gain access to seven new cards, while opponents are left without a way to actually cast the cards they drew.

#9. Windfall

Windfall

A Windfall on the stack is usually great news for one player and a bad sign for the rest. Even though everyone ends up on an even playing field, it represents a disproportionate amount of card draw for each player. In fact, the person with the most cards in hand draws nothing at all. Even if thatโ€™s you, youโ€™re still triggering your draw payoffs a bunch of times.

#8. Queen Kayla bin-Kroog

Queen Kayla bin-Kroog

Queen Kayla bin-Kroog is such a kool kard. Think of it like your own personal Jace's Archivist, but you get to offload a bunch of the cards you discarded directly into play. You have to sculpt your deck in such a way to make the ability consistent, which is half the fun of the card.

#7. Midnight Clock

Midnight Clock

Maybe itโ€™s the night owl in me, but I love Midnight Clock. Three mana, three rotations around the pod, and a click of the heels nets you a personal draw-seven that also taps for mana in the interim. You can speed up the process by investing mana into it, but thereโ€™s usually no need. This blue artifactโ€˜s mana production is also key, since it helps you deploy your current hand quicker. Best cast what you can, timeโ€™s ticking!

#6. Invasion of Kaldheim / Pyre of the World Tree

Invasion of KaldheimPyre of the World Tree

Invasion of Kaldheim is an underrated red gem for sure. There are so many paradox-style cast-from-exile payoffs now that you could just run the front half of this battle and be happy. Pick up a new hand of cards and gain access to the ones you โ€œdiscardedโ€ for a full turn cycle. Excellent. But then thereโ€™s also Pyre of the World Tree if you manage to defeat the battle. Itโ€™s all upside, but Pyreโ€™s an exceptionally powerful red enchantment tacked onto an already appealing wheel effect.

#5. Valakut Awakening / Valakut Stoneforge

Valakut AwakeningValakut Stoneforge

MDFCs were a blessing for Commander, or honestly any format that can support taplands. Valakut Stoneforge offers no utility in play, but using a land slot that would otherwise be a basic Mountain on a card that you can sometimes cast as a wheel is a huge upgrade. Valakut Awakeningโ€™s a great card-filtering tool, and critical for decks that need to ensure certain cards remain in their library, like Indomitable Creativity strategies.

#4. Echo of Eons

Echo of Eons

Echo of Eons is one of the best wheels printed in recent memory. Recent memory. Recent memory. Recent memory.

The trick is dumping it into your graveyard, where it just becomes Timetwister. You can also hardcast it for mana if thatโ€™s the right call, but thatโ€™ll probably eat up your entire turnโ€™s worth of mana.

#3. Time Spiral

Time Spiral

Time Spiral comes from that era of Magic design when they were trying to make fixed versions of broken cards but just ended up making a different broken card altogether. Even at twice the cost, Time Spiral is every bit as powerful as Timetwister in the right circumstances. Better, even, when it comes to actually casting the card, since Time Spiral essentially pays for itself by untapping lands.

#2. Timetwister

Timetwister

Iโ€™ve never really understood why Timetwister belonged in the Power 9 over Sol Ring, especially given that Wheel of Fortune is also an Alpha card and not that functionally different. Whether it deserves Power 9 status or not, itโ€™s still incredibly efficient and has the distinction of being the only piece of Power 9 legal in Commander, if you want to drop a small fortune on a copy.

#1. Wheel of Fortune

Wheel of Fortune

Call me crazy, but Iโ€™ve always been of the opinion Wheel of Fortuneโ€™s a better wheel than Timetwister if you just take the two cards at face value. Timetwister enables loops and happens to be blue, but Wheel of Fortune leaves your graveyard intact and interacts with discard payoffs. Iโ€™m not going to fight you if you think Timetwister deserves the top spot, but maybe there's a good reason we call these effects โ€œwheelsโ€ and not โ€œtwisters.โ€

Best Wheel Effects Payoffs

Wheels serve as support pieces for tons of different strategies, to the point where there are entire decks best classified as โ€œwheel decks.โ€

Most obviously are effects that care about drawing cards. Wheels usually draw a full grip of cards all at once, making them ideal for payoffs like Thought Reflection (or the speed variant, Vnwxt, Verbose Host), Niv-Mizzet, Parun, or Psychosis Crawler.

The reverse is also true, where you can punish your opponents for drawing cards by forcing the issue with a universal wheel effect. The uptick in draw-hate, is found on cards like the pinging Orcish Bowmasters, Razorkin Needlehead and Scrawling Crawler, and the bigger effects on Sheoldred, the Apocalypse and Xyris, the Writhing Storm which play exceptionally well with mass draw-sevens.

If youโ€™re feeling especially heinous, you can take a more staxy approach with draw prevention like Narset, Parter of Veils, Notion Thief, and Spirit of the Labyrinth. This sort of interaction was enough to earn Hullbreacher and Leovold, Emissary of Trest spots on the Commander ban list.

The red wheels also play into discard strategies. The blue wheels usually shuffle cards away, but Wheel of Fortune and friends discard cards and replace them. These can be supercharged ways to fuel your Tergrid, God of Fright, Waste Not, or Surly Badgersaur, to name a few.

Why Donโ€™t White and Green Have Wheels?

Mass draw spells arenโ€™t in white or greenโ€™s portion of the color pie, so you donโ€™t see wheels in those colors. Theyโ€™re also very uncommon in black, aside from cards like Dark Deal. White specializes in card draw associated with smaller creatures, and green also relies on creature-based card advantage. Green can actually draw large amounts of cards with something like Rishkar's Expertise, but an unmitigated draw-seven just isnโ€™t design space that white or green currently has access to.

How Is โ€œWheelingโ€ Different From Draft to Commander

Ah, weโ€™ve come full circle on that Polluted Delta joke. โ€œWheelingโ€ is actually slang for two different things in Magic. There are wheel cards, the subject of this ranking, then thereโ€™s also the action of โ€œwheelingโ€ in Draft.

In Draft, you open a booster pack, select a card, then pass the remaining cards to the player on your left. Each player does this until the packs are gone, but youโ€™re typically drafting with eight players and 13- to 15-card packs. That means youโ€™ll eventually be passed the pack you originally opened, minus eight cards. We call this โ€œthe wheel,โ€ or the point in a draft where youโ€™re selecting from packs youโ€™ve already seen at least once. In an 8-player pod, picks nine and beyond consist of wheeled packs that youโ€™ve already selected from once.

Thereโ€™s actually a lot of strategic decision making that comes from wheeling cards, though thatโ€™s less true in the age of Play boosters. For example, if you open a pack with a really powerful at any rarity, and it makes it all the way back to you on pick 9, you have good reason to believe few players at the table are drafting red. If you're surprised at the rarity of cards this late in the pack, that could be a signal that itโ€™s much safer to take it. Why? Because you know that the rest of the table passed up on a powerful card.

Bonus points if you get a ninth-pick Step Between Worlds. Itโ€™s not a good card, but thatโ€™s wheeling the wheel baby!

Wrap Up

Memory Jar - Illustration by Donato Giancola

Memory Jar | Illustration by Donato Giancola

There you go, more wheels than a Discount Tire! All this talk of draw-sevens feels like weโ€™re just spinning ourโ€ฆ well you get the point.

These cards are so prevalent now that Iโ€™m actually surprised when we donโ€™t see a wheel effect in a new Magic set. Sometimes they go for softer mass-rummage effects instead, but thereโ€™s usually a slot in new sets dedicated to sculpting a new hand. Theyโ€™re not all winners either, but rest assured the wheel decks are always hungry for a new draw-seven, even if it only draws six cards or so.

Did I miss any of the best wheels in Magic? Ferris Wheel and Spinning Wheel perhaps? Maybe an entire list on vehicles (excluding all the airships and spacecraft, for obvious reasons)? Let me know what you wheely think in the comments or over in the Draftsim Discord or on Draftsim's Twitter/X.

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3 Comments

  • KMurdy October 15, 2022 1:38 am

    new to MtG and is intending to build a EDH deck in either mill/discard/wheel theme.

    Just read this article today
    Thanks for sharing the experience, Iโ€™m hoping if itโ€™s possible that your provide a decklist about wheel deck ?

  • Isaac May 14, 2023 12:29 pm

    Tergrid, God of Fright is also fantastic and benefitting from wheels. She gains control of all permanents discarded by opponents, including lands. She does the same for nontoken permanents sacrificed by opponents as well.

  • Jon June 8, 2023 8:34 pm

    Days undoing is over windfall and echos? Get outta here lol

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