Nesting Wurm
One of an experimental cycle in Nemesis built around the idea that a single creature could refill your hand with copies of itself: cast the first, fetch up to three more, and the rest follow turn after turn until you run the deck dry of Wurms. The trample-bearing body is almost beside the point; the design is about consistency, trading the variance of drawing your threats for a guaranteed chain of identical bodies. It is a deckbuilding contract more than a card, asking you to run the full playset so the search has targets, and rewarding you with a smooth curve of green beaters that never stutters. The mechanical lineage runs through other Nemesis "named" creatures like Saproling Burst's neighbors and into later self-fetching designs, but the core trick (a creature that tutors for itself on entry) has stayed rare precisely because it warps how you think about your library: every copy you draw early is a copy you wish were still in the deck to be fetched, and every one left in the deck is a guaranteed future draw. That tension between drawing and fetching is the whole game with this engine, and it is why the effect reads cleaner than it plays.
