Boneyard Wurm
A two-mana green body that enters as a 0/0 and stands only as tall as the creatures already in your graveyard, which is the whole conditional bargain: it asks you to stock the yard with bodies before it can survive the battlefield. Cast on curve into an empty graveyard, it dies on entry, so the card runs backward from the usual aggro sequencing, where a fresh creature is at its largest on deployment and only shrinks afterward. The reward comes once a self-mill engine or an aggressive trade-and-block plan has piled creatures into the bin, and at that point the rate bends sharply: every creature card there is another point in both columns, with no ceiling beyond how hard you can feed the graveyard. That places it in a small green lineage of graveyard-counting threats that invert the relationship between attrition and tempo, where losing creatures early makes the late game larger rather than poorer. It lives uneasily next to graveyard hate, though: an exile effect does not merely shrink the wurm, it can collapse it, turning a sizable attacker into nothing in response to a single answer. Note the narrowness of what counts, too: only creature cards in the graveyard add to it, so lands, instants, and sorceries milled or discarded along the way are dead weight. The design rewards a deck that treats its graveyard as a creature reservoir, and punishes the player who deploys the wurm before that reservoir exists.




