Metamorphic Wurm
Threshold makes this Wurm a deferred bet: spend the early turns dumping cards, and the moment a seventh hits the graveyard the +4/+4 flips a clumsy body into a 7/7 clock for five mana. The design logic is the era's preferred way of pricing conditional power. Rather than printing a payoff that lies inert until a graveyard mechanic fills, this still casts as a creature and holds the ground, just badly, while you assemble the count. Below the line it blocks poorly and trades down against most of what you would want to stop; the whole card lives and dies on whether your deck is actually built to chase the seventh card or merely hopes to stumble into it. A Wurm caught short of threshold is an expensive thing to keep on the table. The Elephant Wurm typing is the sort of cross-tribal curiosity that early threshold-era design generated with no payoff behind it: nothing was ever built to reward the line, and the second creature type is decoration. What it represents is conditional power in its plainest form, an investment-now-collect-later body from a period that asked decks to earn their threshold rather than handing them an enabler that did nothing on its own. The reward is all-or-nothing, unlocked the instant you fill the yard to seven.
