Lets start with three spells Ive often had on the short list as role players, but never perform well enough to make it past the first few revisions when considered for mill decks
All four nations are rocking up for the latest MTG Universes Beyond set, re-imagining the heroes, villans, and hybrids, and featuring the legendary Aang, Katara, Zuko, and Toph
Loading your deck up with all sorts of draw spells is a good plan, as well as a way to Fling your Orc Army token is a hilarious way to end a game
Combo is weak and uncommon, there is lots more removal floating around and a 2/2 will just trade badly with any number of similar dorks that have already obtained card advantage (Snapcaster, Trinket Mage etc) or sit on the sidelines and do nothing compared to actual threats people might make