If it is night, and the active player of the previous turn cast two or more spells during their turn, it becomes day
Summon Millicent and her battalion of flying spirits to escort your opponents to the afterlife
The high land count provides a good basis to summon them, supported by artifacts included in the deck or creature cards like Klauth or the Savage Ventmaw
Sometimes they will stubbornly refuse to concede and the game will take hours to reach its conclusion
None of those questions need be answered, because something is just so delightful about the piece without any additional context
If you play it on turn five or later, you'll almost always draw a card, but by this point a 2/1 with prowess will have very little value in the land of dragonlords and Siege Rhinos bad yet again (at least as bad as a card that replaces itself can be)