Balustrade Wurm
The recursion clause is the whole reason this body plays bigger than its rate. A 5/5 with haste and trample for five is honest work, the kind of green beater that closes a game a turn faster than its stats suggest. But the delirium-gated return is what turns it from a single threat into a repeatable one: once four card types sit in the graveyard, two green and two generic buys it back to the battlefield, hasty and swinging again the turn it returns. The finality counter is the tax that keeps the loop from being free: the second body comes back once, so the card asks for a graveyard already stocked with instants, sorceries, artifacts, or lands rather than a deck built to loop it forever. Building delirium and building a green midrange curve pull in the same direction, which is the quiet elegance here: the fuel for the recursion is the sort of card you were already playing. The uncounterable clause is the finishing touch, aimed squarely at the control shells that would otherwise answer a five-drop on the stack; it forces the removal to happen after the wurm has already resolved and, thanks to haste, already attacked. What you get is a threat that resists the two most common ways of dealing with a big green creature: the counterspell that never lands, and the removal spell that only buys one turn before the graveyard hands it back.



