Terrus Wurm
The body and the graveyard ability are priced to be used in sequence, not in tandem. Seven mana buys a 5/5 with no evasion and no relevant text: a deliberately blank top-end beater meant to die and become fuel. The real expense comes later, a second to cash the card out of the yard and dump five +1/+1 counters onto a creature, at sorcery speed, with no ambush and no blowout. That is the whole mechanism of scavenge: cast a creature once for its body, then redeem it a second time as a permanent buff after it dies. The friction is that both halves cost full freight, so the play asks for fourteen mana across two turns to net a 5/5 attacker and a big counter pile. The counters being permanent is what does the balancing work, since they survive the removal that would otherwise answer the original creature, but a 5/5 with no protection rarely earns fourteen total mana in a deck with anything better to do. This sits at the low end of the scavenge cycle: the mechanic's core idea (convert a dead body into a stat boost) realized at common-grade power, with a body and a price that cap the ceiling. It exists to show what scavenge does at its most basic, not to be the card that makes the mechanic dangerous.
