Trench Wurm
The black body is a decoy. Casting it costs black mana, but the engine bolted to its back runs on red, so the wurm only pays off in a deck committed to both colors at once. That split-color demand is the design point: multicolor-era decks leaned on dual lands and aggressive fixing, and this creature punishes exactly the manabases those decks encouraged, charging two colors for the privilege so the answer carries the same commitment as the problem it targets. Each activation taps the wurm and asks for , which makes it a grindy one-target-per-turn assault rather than a clock: the value accrues in turns, not tempo. The ability carries no sorcery-speed restriction, so you can hold it for an opponent's upkeep, strand a land they were counting on for the turn ahead, and still swing with the 3/3 afterward, a small but real flexibility layered on top of the attrition. The body is just the delivery vehicle; what matters is a recurring Stone Rain that only ever hits the lands worth hitting, namely the nonbasics greedy decks rely on. It captures a specific early-multicolor idea: punish ambitious mana the same way the format rewarded it, and price the punishment so the answer commits as hard as the problem did.
