The original idea: Become aware of the resulting randomness about to be played
Problem: ElementsTheGame cannot know what's about to be played
The pragmatic change: Restart your turn
This can be useful in decks which use SoSe, mutation, pandemonium, Mindgate, Precognition, SoBr, fate eggs, ice lance, rewind on Skeletons. Also useful again SoFr's dodge
Resetting the rng seed would allow repeating the exact same actions to not produce a different result, but changing action order would
Possible adaptation: make it a permanent, which when activated rewinds to the state before the card was played. This seems more like an entropy/time duo. Especially devious would be to not restore players' hand/deck, making a strange form of CC
Finding a balanced cost for this would require knowing the useful variance of random cards (useless if results are usually the same, highly useful if results are either very good or very bad)
Improved Mutation costs 3. Since comboing this with one mutation would be equivalent to recasting Improved Mutation, the cost should be 1 or 2. Using this on a turn with 4 casts of Improved Mutation will make it harder to judge whether to cast again (increased sample size reduces likely hood of changed results, large sample sizes have a low rate of failure (as in, you're unlikely to mutate 4 2|3 creatures))
Restarting one's turn would only change the original state in removing Hirschman Uncertainty from one's hand
Having unupped cost 2 and upped cost 1 would also reflect use as a deck using unupped Mutation could find this useful (for when Mutation either gives the enemy a good card, or kills one's own card)