Staying alive for the first few turns is the name of the game with Mill, because once you are able to start casting Fractured Sanity and Tashas Hideous Laughter, you wont have to take many chunks out of the opponents library to end the game
isn't a triggered ability
Example Decklist: Niv to Light | Modern | fj_rodman, 5-0 MTGO League Creatures (10) 1 Valki, God of Lies 2 Birds of Paradise 3 Niv-Mizzet Reborn 4 Omnath, Locus of Creation Planeswalkers (10) 2 Nahiri, the Harbinger 4 Teferi, Time Raveler 4 Wrenn and Six Instants (14) 1 Kolaghan's Command 1 Prismari Command 2 Assassin's Trophy 2 Vanishing Verse 4 Kaya's Guile 4 Lightning Helix Sorceries (6) 1 Supreme Verdict 1 Unmoored Ego 4 Bring to Light Enchantments (8) 4 Abundant Growth 4 Utopia Sprawl Lands (47) 1 Island 1 Mountain 1 Plains 1 Swamp 2 Forest 1 Breeding Pool 1 Godless Shrine 1 Indatha Triome 1 Ketria Triome 1 Overgrown Tomb 1 Steam Vents 1 Stomping Ground 1 Temple Garden 2 Verdant Catacombs 3 Misty Rainforest 3 Pillar of the Paruns 3 Windswept Heath 3 Wooded Foothills 4 Prismatic Vista 1 Crumble to Dust 3 Fatal Push 3 Rest in Peace 1 Shadows' Verdict 4 Thoughtseize 2 Veil of Summer 1 Yorion, Sky Nomad 4

This card looks great in theory, and from my experience, its even better in practice
Blue-Red Creature (22) Tyrant of Kher Ridges Sarkhan, Soul Aflame Shivan Devastator Ragefire Hellkite Aether Channeler Ingenious Prodigy Goddric, Cloaked Reveler Kolaghan Warmonger x3 Archive Dragon x2 Dragon Whelp x3 Shivan Branch-Burner Stormkeld Prowler x4 Roc Hunter x2 Instant (8) Witchstalker Frenzy x3 Quick Study x2 Lightning Strike x3 Enchantment (3) Stasis Field x3 Artifact (1) Land (26) Swiftwater Cliffs x4 Island x11 Mountain x11 This deck plays as a typical blue-red aggro/tempo deck, with red aggressive creatures and burn, supported by some card draw in blue and late-game cards like Archive Dragon