Thassa's Bounty
Six mana for three cards is a rate blue outgrew almost immediately, and the mill clause stapled to the back is decoration rather than function. Drawing three is the whole reason to cast it, and at that puts it well below the curve of card-advantage spells that do the same job for less. The mill-three rider is the curiosity: because it targets any player, it can technically point at yourself, which dresses the spell up as a self-mill enabler. But three cards of self-mill at sorcery speed for six mana is too slow and too small to anchor a graveyard plan, and three cards off an opponent's library is not a clock by any honest reading. What remains is a flavor-led refill: the sea-god's catch pouring into your hand while the tide drags three cards off someone's deck, an evocative image wrapped around a draw spell the format math left behind. The design reads as an attempt to make a vanilla draw-three feel oceanic without changing what the card fundamentally is, a slow blue card-advantage common that does exactly what it was asked to do and nothing more.
