Every time you dig a little deeper into your deck with one of those mechanics, you just straight-up draw a card afterward
Because of my hypothetical ten turns to mill everyone out, wed need to be around thirteen cards from every other players deck from turn three onward
Getting at least two is obviously necessary to make it really good, but ideally you would have between three and four
Crucially, like Magmaquake, it doesnt hit flyers, meaning you can fire it off and have any Dragons you have in play survive intact
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If you do draw some mill, feel free to drop The Master of Keys for its base mana cost of three and just rely on that mill to find enchantments to pay the escape cost