Mirelurk Queen
Mill payoffs usually live in the graveyard-matters camp: cards that reward you for filling your own yard, or someone else's, with an eye toward reanimation or delve. This one reroutes the mill trigger into pure card advantage and self-growth, treating the mechanic as an event to be capitalized on rather than a fuel source to be spent. The once-per-turn clamp on the draw-and-grow trigger is the balancing pin: without it, a mill engine and this creature would spiral into unbounded card advantage in a single turn, so the design caps the payoff at one draw and one counter regardless of how many cards hit the yard. That constraint quietly reshapes what you want alongside it: a steady drip of mill across turns beats a single enormous mill, because the trigger cannot double up. The rad counters on entry are the odd wrinkle, a mill-adjacent clock that grinds a player's own library away over successive precombat main phases, which means the Queen can, given time, seed the very mill events that feed her. That loop is slow and shared (the counters go to a target player, not necessarily an opponent), but it points at the design's real ambition: a self-sufficient value engine that supplies its own trigger and rewards patience over a burst.



