Enlisted Wurm
Cascade on a six-drop is a strange place to put the mechanic, and the design knows it. The whole appeal of cascade lives at four and five, where the free spell it digs up is reliably a high-impact three- or four-drop; stretch the trigger to six mana and the average flip gets fatter, but you pay full freight for a body that does nothing to advance the cascade math. What you get back is a 5/5, which is the trade the design makes: where most cascade creatures are cheap and fragile, leaning entirely on the spell underneath, this one wants to attack the turn after it lands. Because cascade keeps exiling until it finds a nonland card that costs less than six, the reveal is guaranteed to connect with anything reasonable in the deck: a five-drop, a four-drop, a removal spell off the top, free. That makes it a midrange tempo play rather than a combo enabler. You are buying a fresh threat and a free spell in one cast, on a turn the opponent has likely already committed. It rewards a deck built down the curve, full of efficient four- and five-drops worth flipping into. The frustration is the one every cascade card carries: the spell you hit is whatever the shuffle surfaces, and a 5/5 stapled to a coin flip is a worse deal than the same 5/5 stapled to a card you chose.




