Two mana to mill two, draw two, discard two is hand-shaping that TMT isn't begging for. The format plays at a medium clip with playable removal in every color and common creatures landing on honest 2/2 and 2/3 bodies, so a turn-two enchantment that doesn't touch the board cedes tempo to any of the RW or UR openings across the table. As a standalone two-drop, it does nothing you want done.
The level 2 climb is the entire argument, and it argues inside one deck: UR Artifacts drawing on Mechanized Ninja Cavalry, the Equipment package around Bespoke Bō and Novel Nunchaku, and whatever the entry mill buries. Returning two artifacts from the yard for the turn after you cast it is the rare common-rarity loop that nets two real cards off a two-mana enchantment, and the self-mill exists to feed that return rather than to dig. That recursion is what flips the entry trigger from a tempo loss into a deferred two-for-one.
Level 3 is real but slow. stacked on the earlier investment means you aren't animating an Equipment into a Robot before turn six or seven, and Stomped by the Foot or Dimensional Exile on the new creature unwinds the whole sequence at once. Treat the top tier as a stalled-board closer, not a plan you draft toward.
P1P5 to P1P7 in dedicated UR Artifacts, a maindeck two-of at most. The card has exactly one home: if you didn't draft the artifact-recursion deck, this never makes the 40. Mono-blue tempo and any blue deck thin on artifacts leave it in the pack.
