Germinating Wurm
Warp reframes what a five-mana body is allowed to do on turn two, but the early cast does almost nothing on the board itself. Paid in full, this is a plain green fatty: a 5/5 that banks two life on the way down, a curve-topper that decides races but surprises no one. The warp cost of changes the timing math without changing the battlefield much. For two mana you drop a 5/5 into play early and gain your two life, but because the card has no haste, it cannot attack the turn it arrives, and because it has no flash, it can only come down during your own main phase and never sits in play through your opponent's combat, so it blocks nothing either. It exiles at the beginning of that same turn's end step. The early warp cast is therefore a chunk of life and a permanent that immediately tucks itself away, a placeholder rather than a threat. Its real job is applied on the following turn, when the exiled card waits to be recast for keeps. That is the load-bearing part of the design: the lifegain trigger fires both on the warp entry and again on the hard-cast from exile, so a single card nets four life across a game against a deck trying to burn you out. What keeps warp honest here is that the two life and the deferred body are all the discount buys: you still pay full freight the second time to actually keep the 5/5, and until then you have spent a card on nothing that stays.
