Teething Wurmlet
Split the trigger into two halves and you can read the whole design intent off the card. The lifegain is the ungated half: every artifact that enters banks a point, no cap, so a turn that resolves five artifacts buffers your life total five times over. The growth is the disciplined half. The +1/+1 counter lands only on the first artifact each turn no matter how many follow, so a deck dropping a single cheap trinket every turn grows this Wurm at exactly the same clip as one dumping its hand all at once. That asymmetry is the tell: this rewards a steady artifact drip across a game, not one explosive turn. Both abilities key off entering, not sacrifice, so it is the token being created or the trinket being cast that feeds the counter, never the crack that trades it away. The deathtouch clause is the third axis, switching on once you hold three or more artifacts and quietly turning a swelling body into a blocker nothing wants to run into. Read together, the three rewards point at one deckbuilding instruction: saturate your list with cheap artifacts and this becomes a life buffer, a threat, and a wall off a single mana. Starve it, and none of the three fire: the counters never come, the deathtouch stays dark, and the payload sits inert. That dormancy is the honest price of stapling three payoffs onto a 1/1.




