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Triggering an on-discard effect is a downside, yes, but hitting a Roar or Fly off the top of the deck (or Dark Curse, or Enough) can change the outcome of a battle as well.
A few more positive things- it helps cards that count up discard piles (ravens is the only one I know of- milling from the opponent increases their damage) and give information- more for expert players but even a pretty new player would recognize an opportunity if he/she mills an "enough!" card.
There's a lot of future potential for these type of effects though.
That's not how milling works. This is an age old argument held with MTG players who wrongfully interpret mill - hitting a 'good card' is no more likely than hitting a 'bad card', resulting in an equal chance of pushing an opponent further or closer to the card they need to be. You can't rely on the mill effect to do anything USEFUL, since it's fifty/fifty by nature; and there's a chance it does something HARMFUL to you, the user, in a game where you try to reduce variance (like in all Roguelikes).
So, if there's a 50/50 chance I push my opponent (Temporarily! until the next cycle!) into or away from his next Roar; and a non-negligable chance that I'll ♥♥♥♥ things up and mill an Indomitable, I'll basically never be using the electric element attacks when I can use other elements (always upside > chance of downside). This is the age old "Thought Scour my opponent" argument - it ♥♥♥♥♥ you when they're running Snapcasters, and milling doesn't actually win you the game.
If you're looking for suggestions on replacements for this effect, I would say two places are reasonable to start: Drain 0-1-2 AP on electric elemental attacks to keep it generic but disable-based, or mill YOURSELF, so that if you DO have Indomitable, you have a chance of upside, which represents the stochasticity of electricty well (chance it'll charge you up!). The prior allows you to maintain the "electrical disruption" elements, the latter allows for intersting Cleric/Barb/Knight mill-tanking strategies.
Finally - unrelated, but you seem to be active here - I found a bug where rank 3 of Defend says it prevents 7 damage on the tooltip, but the icon says 9. May want to figure that out.
Slimes always have engulf, three I believe, and the longer they don’t use it, the more you know it has to be stuck in their now shrunk deck.
50/50 is false. Unkike in magic, you can learn the contents of the decks as you fight opponents, knowing that as the deck shrinks without use of key cards, they must still be in either the deck or in the current hand.
Also, what fun is a game without a little gamble?