Navigator's Ruin
Mill as an attack rider is a strange marriage, and this enchantment is built on the friction between two clocks that rarely run in the same deck. Raid wants you committed to combat, swinging in every turn; the four cards it strips off an opponent's library are the slow, incremental clock of a control or grind plan. The card sits at the seam between those impulses, asking a creature deck to also keep score in cards remaining. Four per turn is a modest rate against a sixty-card library: the math says you need many uninterrupted attack steps to close, which is exactly what an aggressive board wants to give you anyway. The wrinkle is that the trigger checks at your end step, after combat, so it costs you nothing in tempo; the attack you were making to pressure life totals quietly doubles as a mill engine. That dual purpose is what the design is reaching for, a way to give an aggressive blue deck a second axis to win on without diverting any of its proactive resources. The trouble is that neither axis is fast enough on its own, and the kind of deck that reliably triggers Raid usually wins by damage long before the mill matters.
