Thats because, also like Clue, you are able to ask other players if they have certain suspects, weapons, or rooms in their pile, but here making those guesses is restricted by Magic mechanics: you get the opportunity to do so only when you either deal combat damage to another player, or exile six mana value worth of cards from your graveyard at the end of your turn
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If your deck runs high-impact creatures, this enchantment can end games the moment it resolves
Beyond self-enabling, that mill is the best part of Thieves Guild Enforcer, the perfect counter to the topdeck tutor cycle that sees play in nearly every deck with access to them: Try this one weird Rogue