Reckless Wurm
A 4/4 trample body for five mana is a fair price; the same body for three is the engine. Madness is what splits the cost, and the wrinkle is that the discount comes attached to an action you wanted to take anyway. Discard outlets in red and red-black have always faced a tension: the cards you throw away are the cost of filtering, dead weight you pay to dig for live ones. Madness inverts that, turning the discard itself into the casting trigger, so the wurm goes from the worst card in your hand to a turn-three threat the moment you pitch it. That reframes every discard outlet as a potential ramp button. A looter or a rummaging effect stops being card-neutral filtering and becomes a way to cheat two mana off a beefy attacker, often at instant speed if the outlet is instant speed, which lets the body land on the opponent's end step before they can react with sorcery-timed answers. The trample is the closer: a four-power body that ignores chump blockers makes the discounted clock matter rather than stall against the first 1/1 in the way. As a demonstration of madness used purely as a discount mechanic, it is hard to beat for clarity: the keyword's whole purpose here is to make your discard step productive instead of wasteful.






