The "Wheel" play is a handler-centric play designed to provide multiple options for a reset rather than focusing on one handler or the other.
The disc starts in the middle of the field. When the player with the disc LOUDLY calls for the "Wheel", the handlers on both sides setup their defenders with quick movements: a backfield move for the break side handler, and an upfield move for the forced side handler.
The next move is what creates the "wheel" effect. The break side handler, having setup their defender, makes a cut behind the mark to the upfield on the forced side. At almost the same time, the forced side handler makes a backfield cut to the break side.
Timing is essential for these two cuts. Because a movement upfield is always preferable to a movement backwards, the break side cut shoulld be the first look. If it is not available, the timing should work so that the dump cut becomes available just after the player with the disc turns back. THE PLAYER WITH THE DISC GETS ONE LOOK AT EACH CUT. No second guesses.
If the disc is successfully passed upfield, the stack should re-establish the apporpriate amount of space between the stack and handler line. NOTE: This is a great opportunity for a deep cut to a score!
If the first option is looked off, the second option becomes available on the break side. This handler now has the break side wide open to them for an in-cut. NOTE: The player with the disc should remember to sufficiently fake the mark upfield so as to create the greatest space possible for a dump throw.
If neither player is capable of getting the disc in the intended places, they should quickly clear to the handler position opposite of their starting position. If these clearout's are properly executed, they create further opportunities for reset passes, as well as re-open the upfield cutters.