Teval, the Balanced Scale
The reciprocity is the whole engine. Most self-mill commanders treat the graveyard as fuel to be spent: you fill it, then you cash it in, and the two halves rarely close a loop. Here the loop closes on itself. Each attack mills three, which both stocks the yard and offers a land to return to the battlefield, and that return is the very thing that triggers the payoff: a card leaving the graveyard mints a 2/2 Zombie Druid. So the mill feeds the recursion, the recursion feeds the tokens, and the board widens every combat step without asking for any external piece. Note the phrasing that makes it dangerous in a dedicated build: the token trigger reads "whenever one or more cards leave your graveyard," not "whenever a land enters." Any exodus counts. Flashback, escape, delve, disturb, reanimation, exile-from-graveyard effects: every one of them that moves cards out of your yard hands you a body, and it batches, so a single spell that hauls back five cards still makes one Zombie rather than five. That constraint is what keeps the token faucet from spraying. What Teval is really built to reward is a graveyard treated as a working resource pool rather than a dumping ground, where every card you retrieve pulls double duty as spell and as trigger. The flying 4/4 that does the milling is almost incidental; the value is in what leaves, not what stays.
