Grothama, All-Devouring
Most legendary fatties in this body range are about who controls them; this one is about the table. The first ability is granted, not held: it hands every other creature on any side the option to swing into the Wurm, turning a 10/8 threat into a communal punching bag and a card-draw faucet. The leaves-the-battlefield clause is where the design tightens the chaos into something playable. The draw is partitioned by control, not by the killing blow: each player draws cards equal to the damage dealt to Grothama by sources they controlled that turn, so the more of it you personally chip away, the more you bank when it goes. And it does not have to die on the battlefield to pay out: any way it leaves (a bounce, a sacrifice, an exile) fires the same trigger, so the accountant's question is always how much damage you have already logged, not whether Grothama is dead. Crucially, the ability counts all damage from a player's sources, not just combat: a burn spell or a fight effect aimed at the Wurm draws you cards too, so removal is not the throwaway line it looks like. The body is built to survive an attack and demand a second: an 8-toughness wall that fights back at 10 power and threatens to one-shot whatever rams into it. It is a group-hug card with a knife in it: cooperative on its face, since everyone benefits from feeding it, but ruthlessly individual in how it pays out, since the reward scales to your own share of the carnage.


