Infernal Genesis
Mill, in the year 2000, was almost entirely a clock: a way to grind a library to zero and win by deckout. This enchantment inverts that premise by turning the milled card into raw material. The mana value of whatever hits the graveyard becomes a token count, so the mill is not damage to a library but a randomized resource generator that pays out in bodies. It also fires symmetrically, on every player's upkeep, which is the constraint the design leans on: opponents mill and build their own Minion armies, and the engine threatens to deck everyone at the table over a long enough game. The payouts are wildly variable by construction (a milled land makes nothing; a milled six-drop makes six), and that variance is the point: it rewards a deck packed with high mana value spells you would never otherwise want at the top of your library. The result is a board-building enchantment dressed in the clothing of a mill card, a piece of Prophecy's broader interest in unconventional resource conversion. The asymmetry has to be manufactured by deck construction rather than granted by the card, which is why it has always read as more of a kitchen-table engine than a tournament tool: the same upkeep trigger that feeds you feeds the player across the table just as freely.
