Creature — Wurm
When Armada Wurm enters the battlefield create a 5/5 Wurm creature token with trample.
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Armada Wurm Discussion
19 hours ago
Taeguk, I've read your comments more closely. That Birthing Pod, Felidar Guardian combo does look insane. I feel like I really want a way to more consistently get Birthing Pod into play. Any thoughts on Fabricate or tutors in general? I've acquired a Wargate which could be good as well. Other than ramp and creatures you don't seem to run them in your deck. Could also be used to grab Panharmonicon.
Im used to mana rocks as ramp and colour fixing I need to adjust and trust the green ramp cards a bit more.
Mana Base. Partly for budget reasons, partly for pre-con laziness. Im not on the Wastes bandwagon yet, since I so far only have one card that needs colourless mana, and thats in an activated ability. I feel like I need to get a number of games under my belt before having a good opinion. As I said, the mana base is weak and I will upgrade it over time as I gain experience with the deck and become willing to pay for fetchlands, etc. I dont like lands that come into play tapped, there better be a big upside. Faerie Conclave , Rupture Spire, Secluded Steppe, Transguild Promenade are coming out. I dont really like the bounce lands very much, but they along with Seaside Citadel are staying in until I acquire better fixers. Opal Palace is staying in for now, it comes in untapped, gives me colourless mana and can fix in a pinch. Im eying the signets and the Caravan for the chopping block. Goldfishing the deck I think I may actually might have too many mana sources which is pretty strange. Ghost Quarter is going in (Strip Mine is better of course but I dont have one). Land destruction, Blood Moon and the like are not big concerns in my meta so Im not too worried about non-basic lands. Temple of the False God Im on the fence about. It feels great to play on turn 4 or 5, awful before that, meh turn 6 and beyond.
Youre probably right about Rite of Replication, but dammit I dont care what you say, Im not taking out until I cast it at least once before I take it out!
Day of Judgment is possibly on its way out? Its probably not great in this deck but feels odd not to have a board wipe. Something else maybe?
Win Conditions. Yeah I need one. The deck looks super fun to durdle around but I probably need more than Armada Wurm.
1 day ago
I see you either bought the prebuilt or you went and got the commander's anthology, either way I like your pick of Roon. Now a bunch of these cards are either niche playable, or sadly don't have much relevance since they do nothing in the absolute worst case, but I'll get onto that topic a little later.
Now first begs the question: "Where am I going with Roon and what are my win conditions" You can't just drown your opponents is straight value and hope they give up because you drew so many cards. So you can go 3 ways:
Bant aggro/good stuff: This deck abuses the fact that Roon is a 4/4 beater with trample and vigilance that can save a creature or remove a blocker, the deck is more focused on the value it gains for using cards like Cathars' Crusade, Meadowboon, and Call for Unity to allow the smaller value creatures that can incidentally help get to the bigger threats do something (swing face): Solemn Simulacrum, Farhaven Elf, Mulldrifter and smaller bodied tokens to get bigger in case the value threats are gone or to close out games faster. It's finishers are go-wide aggro threats that play off cards like the crusade like Avenger of Zendikar, Walker of the Grove, Trostani's Summoner, Hornet Queen, Armada Wurm, and Craterhoof Behemoth to play off of all those tokens. Birthing Pod is a must for this style of deck as it allows you to get those value threats faster with no real setback. typically has some interaction like Counterspell or obligatory Cyclonic Rift, other than that its a value aggro deck.
Bant value control: This style really abuses the fact that Roon can blink stuff. Its focus is to lock its opponents out any way it can. Some styles of this variant vary, like hard lock, and soft lock. It has some of the same building blocks as aggro like using Mulldrifter and Solemn Simulacrum, but it focuses more on abusing Roon's ability with cards like Training Grounds and denying its opponents with value with Stonehorn Dignitary, Mystic Snake, Reflector Mage, Nevermaker, and Gilded Drake. Obviously it focuses less on attacking so its value threats use their abilities more to influence opponent's. It plays counterspells and good spot removal to assure victory, it can even hedge into becoming a stax build, (hard lock).
Hybrid: It has the best of both worlds with, it doesn't focus too much on either but has the ability to win on either front. this style sacrifices a consistent win condition to go and secure a spot to play value creatures and typically beats face for victory in multiplayer by stalling out scarier opponents and making allies with Roon's blink ability. In 1v1 it has the capability to dominate equally fast decks with its splashed control aspect. It uses the crusade as well, along with those huge value threats like the avenger of zendikar and birthing pod (for value), along with controlling value creatures like the stonehorn dignitary and gilded drake (secret tech, run Thought-Knot Seer). Some play more into one aspect over the other, and that's fine.
At the end of it all Roon is exceedingly versatile and can meet most standards you set it to, however Roon decks can be hosed by an artifact and its creature variants. Torpor Orb, if you don't have something to play around this like Naturalize, Krosan Grip, or Return to Dust there is really nothing your deck can do to stop it. The same goes for the creature variants, Hushwing Gryff/Tocatli Honor Guard, however since they are creatures they are inherently easier to remove, like with Swords to Plowshares, and Path to Exile. Some control variants play one or more of the value threats or Meadowboon to play around Orb when they don't have artifact/creature removal.
I tend to stay away from cards like Ghostway and Ghostly Flicker since they do nothing when you have no creatures on the battlefield, unlike their creature counterparts they can't block when you need a blocker. You have found a couple of blink creatures that fit the bill, and one that I didn't know existed! There is one to keep in mind though: Eldrazi Displacer its a fantastic card I recommend. Like mistmeadow witch and Roon it has repeatable blink, but it returns immediately, although tapped it can be used to invalidate blockers or to gain value. However you will need a bit more reliable colorless sources, which is why there are basics called Wastes, if you do run this I recommend running 3-4 wastes (4-6 if you have the seer).
Feel free to ask questions or peek at my list.
I hope this helps your brewing process, as well as others who seek to make a Roon deck!
2 days ago
I know its been a while but I recently had seen that you took out a couple cards detailed in your update, I can see an understand all of the outs except for one of them. Felidar Guardian is nuts in this deck, especially when you just added Birthing Pod! You can go from a 2 drop creature and a birthing pod into and army of creatures and be able to pod again! So you start with the 2 drop, lets say Elvish Visionary, you use Birthing Pod on it into either Deceiver Exarch or Derevi, Empyrial Tactician and untap pod. Then pod exarch or Derevi into Felidar Guardian to blink Birthing Pod (since its a permanent we control). Then pod away felidar to bring out Karmic Guide to bring back felidar to blink karmic guide to bring back exarch/Derevi to untap pod, then you pod Derevi/exarch again for Restoration Angel to blink felidar to blink karmic guide again to bring back Derevi/exarch to untap pod once more to have the option of using pod again to get a 4/5/6 drop creature. This synergy is insane and I'm a little disappointed you didn't keep felidar regardless since it does blink something much like restoration angel.
I would trade Flickerwisp for felidar. flickerwisp is able to blink any permanent sure, but its ability is very inopportune and there are times where that's useful sure, but in that regard it's still very niche. That and Roon has a very similar ability we can use repeatedly. Also think of the birthing pod synergy, it wouldn't work nearly as fast or be as reactive if we needed to rebuild or build a board immediately, flickerwisp can't help us as much as felidar can and that extra (1) in felidar's CMC works in our favor, as well as being negligible in the grand scheme. Also if you have Eternal Witness you don't need Archaeomancer, so there's a spot to fill.
You don't need Grasp of Fate or Oblivion Ring if you already have Duplicant and Fiend Hunter. If you really need more replacements, there is the previously mentioned Angelic Purge which is fantastic all around removal, especially since you can bring back creatures or lands after you sac them with your Karmic Guide and Sun Titan, and/or Return to Dust to make sure things stay away from the battlefield. I would also trade that Rite of Replication for Cathars' Crusade, it works wonders with your Armada Wurm and all the blinking you'll be doing (sorry for not mentioning the swaps sooner).
3 days ago
If I have Ephara in my hand I play accordingly, getting at least two draws each cycle, which isn't half bad. The deck is also made to exploit multiple activation of the blinkers and I usually play with 3 other people so at best I draw four card each cycle, all for 4 mana
Obviously it's not like I never attack... I win either by scoop or by dealing something like 9-10 damage each turn; I deal damage, but slowly. I just prefer to control the board and soft-lock people out of the game looping Ghostway or using Mystic Snake with Deadeye Navigator. It's a very miserable win condition, but at least it's not an infinite combo. In my playgroup I play against 2 old Marchesa, Ghave, Rakdos, Augustin IV, Oloro and Yahenni. Those are deck that either don't let you win through simple damage or can just outclass everything I play. There is really no point in playing Trostani's Summoner, Ulvenwald Hydra, Armada Wurm or even something like Avenger of Zendikar, they can't keep up with decks built specifically to hit your face simply because the rest of my deck does not support them enough. I would rather stick to a Value-Control plan shared by every card I play. I tried, believe me, but they would only get sacrificed. exiled, stomped by eldrazi or swarmed by tokens. The only way I can survive is by not being a threat until I assemble the pieces to soft-lock people out or to outvalue them massively. It's a long-term plan that requires me to be really careful in what I play, but that's just how I like it
4 days ago
I run a bunch of basics, my deck has the sub theme of hyper ramp for the lack of better words. If the whole point of Roon is value then I'm going to gain as much value as I can. I don't run into "I can't play this spell right now" because I can repeatedly get more basics than my opponents can get their non basics and play more stuff then they ever can, so its not just playing around blood moon (since no one plays blood moon in my group either) that I run a metric ton of basics, that and I have birthing pod to further justify high CMC creatures. I Also can play around Sundering Titan with the non basics I run for fixing, if not I can trade 3-4 basics (one from each type). I also don't need signets since I do have a bunch of ramp meaning I can fit in more creatures or spells, I replaced my signets for removal.
I don't see how you can consistently get so much card draw out of Ephara, unless you are using your blink spells to force ETB triggers, either that or the displacer AND seedborn muse is always there when you need them AKA magical Christmas land, but I don't see how you could do it every turn reliably, let alone every time you play Ephara. I have used Ephara in multiplayer and never had the same results. If this was an Ephara commander deck I could feasibly say that I can see how you can draw a card each turn with her, but that's not the case. But if you like her that much I really can't convince you, I just find the gods to be really clunky.
Felidar Guardian is more than a blinker! He is also a fantastic blink target. Like Flickerwisp it can blink a permanent (not an opponents but bear with me), but unlike it, it returns that permanent immediately, you can blink a Planeswalker if you ultimate and play the guardian from your hand. Same deal with an already used birthing pod to go from a 2 to a 6 drop on your turn if you pod the 2 drop into Deceiver Exarch/Derevi, Empyrial Tactician, into felidar, into karmic guide, bring back felidar into 6/5/4 drop. Or if you have it on board already, you blink it with restoration angel to untap something like minamo. I don't like flickerwisp because whenever I want to use it like that I can't get immediate value unlike with felidar or the angel, that and Roon has what effectively is the same ability as the wisp but repeatable. I also fail to see the argument that you would rather have a blink target rather than a blinker when you have cards like Ghostway in your deck. You do know those suck on an empty board right? I would much rather have the angel or felidar since they can block and an instant can't. (P.S. If you already have eternal witness, you don't need archaeomancer, so there's a spot to fill)
You have also said that "this deck doesn't win by attacking", then how does it win? There is a ceiling you know. My other suggestion for your deck is that you need more value threats, like Trostani's Summoner, Ulvenwald Hydra, Cathars' Crusade, or even Armada Wurm at the very least, just something that can close out a game. You don't need Cathars' Crusade for them to be good, however I do believe that the crusade offers very much in the way of support without the wurm, the hydra, or the summoner to give you the threats you need. Roon is creature based, so I'm very confused as to what your decks main strategy to win is other than "accrue value and make everyone else cry". With the deck you're playing you want to go long game and play either equally big threats, or to make sure that no one else can do anything and attack for the win. So saying that this deck doesn't win by combat without a Deadeye Navigator, Palinchron or Peregrine Drake to go infinite plus non combat instant win combo when most of your deck has extremely tiny creatures, makes me scratch my head.
3 weeks ago
This deck is solid. The mana denial in 1v1 is pretty overwhelming sometimes. Example: Sac'ing Flagstones of Trokair to Dust Bowl, blow up a land, and going to retrieve a plains is a solid tempo destruction.
The deck struggles sometimes to win; ergo, I was playing a game where I Green Sun's Zenithed for Armada Wurm (which was the only viable target) and used Restoration Angel when my opponent tried to kill the wurm. I've also used Green Sun's Zenith and Chord of Calling mainly for Acidic Slime and Ramunap Excavator for utility, but often found it fizzles or doesn't call a finisher, such as Craterhoof Behemoth or Iona, Shield of Emeria or Elesh Norn, Grand Cenobite.
Aether Vial is pretty meh to say the least.
Tried the Rule of Law effects and no dice.
4 weeks ago
Thanks Treehugger003 !
I will definitely be making a spot for Cryptolith Rite. Thanks for the suggestion !
So, Where I do agree with you on a lot of these, I decided (At least until a few play tests) to keep in a few of the ones listed. (Narrowing these down has been so hard!)
Intangible Virtue - Vigilance is great in some circumstances and doesn't draw a ton of hate.
Dictate of Heliod - Kept for buff + flash is nice.
Cards I removed -
Serra Avatar - Same reasons listed above. I do not feel it does much for the token theme, and were a big dumb dude is sometimes nice, it does not have trample on its own, and like you said - this deck is not a life gain deck (more of just an added benefit)
Emmara Tandris - If left unanswered, this can get to be pretty annoying. Although it has the potential to be very strong, it maybe doesn't promote the funnest play environment. I am going to take this out of the main, but keep it in mind.
Druid's Deliverance - I've never liked this type of effect. It's usually just a dead card and at best a gotcha (which is never fun to play against)
Call of the Conclave - I had thought this was an instant speed, so this was even more of a no brainer for me.
4 weeks ago
So my understanding is you are looking for Cuts and not additions. One addition that I think you should consider making room for is Cryptolith Rite. I know some people prefer to attack with their tokens but it can be a nice mana boost. For CutsCreatures:
Serra Avatar - Yes its huge and a big boost to your health but doesn't help the token theme or have any other boost to it. This isn't a life gain deck with something like Aetherflux Reservoir where you are weaponizing lifegain.
Trostani's Summoner it gives a bunch of tokens but its one use and expensive.
Desolation Twin - its just too much mana for what I think you want. Most token decks win by going wide. This belongs in a deck trying to go over the top.
Emmara Tandris - Just a thought here. I've found she never pulls her weight. She hits the board and then leaves the board. at 7 mana that is a big risk.
Druid's Deliverance-it just prevents damage to you. This is why you generate tokens. Unless you have a meta where unblockable/infect are a major thing.
Call of the Conclave - even at 2 mana in commander I would pull this one.
Increasing Devotion - things need to be cut.
Growing Ranks this is just slow to really build.
I'm not seeing much card draw in the deck.