Spineseeker Centipede
Land-to-hand fetch bodies are the humbler cousins of true ramp: no acceleration, just a guaranteed land drop and color smoothing on a creature that also blocks or trades. What separates this one is the delirium clause it carries. The enters trigger fixes and secures your next land early; the same creature converts into a real threat once the graveyard holds four card types. That split turns a card usually filed under "fixing" into one that scales with the game. Early, it grabs a basic and keeps the curve honest. Once delirium comes online, it stands up as a 3/3 with vigilance, a body that can attack and hold back the counterswing on the same turn. The design problem it solves is the one that plagues most utility bodies of this kind: they do their job the turn they enter and then rot as dead weight. Delirium answers that by giving the same permanent a late-game gear, and the vigilance signals that this is a card meant to keep swinging rather than sit back as a blocker. It asks a graveyard-fueled deck to do what it was already doing (spreading lands, instants, sorceries, and creatures across the yard) and rewards that work on a permanent that had already earned its slot the moment it entered.
