Considering this is probably one of the more unique card draw packages amongst mono-blue decks, and what really makes this deck hum, I'm going to start here. This is that gas that makes the deck go, and it goes so overlooked by opponents.
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Archmage Emeritus - A third of my deck is instants and sorceries. Especially considering the ability to guarantee I get instants and sorceries with my commander plus shuffling all my spells back in later, this card will put in a lot of work.
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Commit / Memory - We'll focus on the analysis of just Memory here. Aftermath is so good here. After already getting use out of Commit, we get a wheel attached to it. It's essentially like having a 101st card in my deck. Which is exactly why Lutri was banned, so if we're comparing ourselves to Lutri, we know we're at least doing something right.
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Consecrated Sphinx - It's good. Good enough to take up one of my prized creature slots. If it can last a turn around a table, that's 6 cards and a blocker (sometimes attacker, but probably not) in the air. For 6 mana. I know this is a well-known card, but I cater to audiences of all experience levels, so this includes the newbies that might not know about the sphinx.
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Day's Undoing - While ending the turn involuntarily is not ideal, three mana for this affect is great, and you can essentially just hold up the rest of your mana with your new hand to make sure you're safe until your next turn.
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Echo of Eons - This one is special out of the bunch. Out of all these wheel style effects, this one doesn't exile itself. That is POWERFUL. It is 6 mana, so that can be hurtful sometimes, but having the ability to shuffle this back in with another of these style wheels or your Kozilek, Butcher of Truth and then cast it again is unreal. And if you're ever truly in a pinch, you can cast it for its very cost-efficient flashback cost.
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Jin-Gitaxias, Core Augur - This is a great late game control piece. It really helps accelerate my wins. It empties opponents hands and lets me look through 21 cards at my end-step, helping me find answers to any loose ends or getting me to my finisher more quickly.
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Mystic Remora - Great to drop early or midgame when a bunch of ramp spells are being cast or people might exchange removal spells or card draw. It will stick around for 3 turns max, then it's probably outlived its usefulness. Let it die, and when I wheel, it will eventually come back to have fun again.
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Rhystic Study - The only time I don't want to see this is late game, when everyone has mana to pay for this, but if this comes down early-mid game, it makes such an impact, which is multiplied three-fold because of my commander.
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Time Reversal - First off, that is AWESOME art. This is the standard that we compare all other similar cards to. If it's not at least this good, we probably don't want it in our deck. If a card is more expensive CMC wise, it better have a plus side. If the card has a downside, it better have less CMC than this.
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Time Spiral - It exiles itself, but untapping 6 lands to be able to cast the new stuff we've drawn with it is bonkers good. One of the MVPs of the deck.
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Timetwister - I was going in alphabetical order, but it looks like the alphabet wanted me to save the best for last. The only piece of power that is legal in commander. For all the reasons that Echo of Eons was good, not getting exiled upon resolution and such, this card is too. Except it's half the mana. It's three mana for this wheel effect.
Ok. Now that the draw package has been laid out, let me explain why we want the kinds of wheels we do. This deck has at least one answer to everything. But that's the problem. We're limited to 100 cards, so we can't have multiple answers to everything. However, being able to get those answers to repetitive or similar problems back is a game changer. And not just one as one off recursion, but again, and again, and again. Having two wheels that don't exile themselves helps keep this process frequent and consistent.
Cards that have been thoughtfully considered and rejected: Teferi's Puzzle Box and Windfall. Puzzlebox is too chaotic. With Tomorrow, you sculpt your hand to perfection, and you don't want to get messed up by some bad luck or timing. Although powerful, it's not what this deck is looking for. Windfall discards cards. I don't want to discard cards, I always want to be reusing them.