Deep-Sea Terror
A 6/6 for six is already a fair body for the color least equipped to fight on the ground; the attack restriction is the price blue pays for being allowed one anyway. Seven cards in the graveyard is not a trivial threshold, which is the whole point: the card sits there as a 6/6 blocker until your self-mill, your cantrips, or just the natural attrition of a long game fills the yard, and only then does it turn the corner. The clause polices attacking, not blocking, so even an empty graveyard leaves you a wall that trades up against most early aggression while you assemble the count. It is a conditional finisher that asks you to do something blue already wants to do (churn through cards) and rewards you with a clock once you have. The design reads as a deliberate nudge toward graveyard-matters builds without granting any graveyard payoff of its own: no mill, no recursion, just a gate that opens when the bin is full. That makes it less a synergy piece than a reward for an existing texture of play, a fatty that earns its swing rather than getting it for free.
