Sarinth Greatwurm
A 7/6 trampler for six is a body that pays its own way without asking for a build-around, but the land trigger is where the card gets interesting. Every land that enters, yours or anyone's, mints a tapped Powerstone: colorless mana that can't cast nonartifact spells, exactly the resource the Powerstone mechanic was built to overproduce for artifact and construct payoffs. That constraint defines the design. A generic land-ramp shell wants acceleration it can spend on anything; this rewards you for pairing green's land engine with an artifact-heavy top end, since the mana it generates cannot cast the wurm's own colored kin and only powers the machines you built the deck around. The friction is that the beatstick and the engine pull in slightly different directions: the front of the card wants a creature deck, the back wants a Powerstone-fueled artifact deck, and building to satisfy both is the deckbuilding problem it poses. Note the trigger reads "whenever a land enters," not "whenever you play a land," so fetch effects, additional land drops from any player, and blink-adjacent shenanigans all feed it, which makes it a quieter payoff in multiplayer than the single body suggests.




