Bellowing Tanglewurm


Format Legality
Pre-release Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Commander / EDH Legal

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Set Rarity
Scars of Mirrodin Uncommon

Combos Browse all

Bellowing Tanglewurm

Creature — Wurm

Intimidate (This creature can't be blocked except by artifact creatures that shard a color with it.)

Other green creatures you control have intimidate.

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Bellowing Tanglewurm Discussion

FamSlayer on One Punch Man - Fight Tribal

2 months ago

Do you think trample is important enough to add more redundancy to the deck? Nylea, God of the Hunt, Pathbreaker Ibex, and Craterhoof Behemoth each give tramps to all the boys, and Rhonas's Monument can give targeted trample, although I'm looking around for a possible replacement to the monument. Even Bellowing Tanglewurm makes the boys unblockable by non-green creatures. Also, Bow of Nylea is already in the deck my friend :)

Pal00ka on Titania, Protector of Argoth

2 months ago

Cuts are always the hardest.

A technique I use is to do custom categories for my decks when I'm editing them. That way I have to decide what role(s) a card is filling. And if a card doesn't fill any, it's utility for say, but not game-changing-it gets cut for something I need. Or I might see I have too many creatures and not enough draw for example too.

For Titania, I might go (slots) 10 ramp, 10 draw, 10 land sack (not counting lands that do it like Strip Mine), 10 land recursion, 10 control/interaction (Beast Within, etc.), and 9 cards that will boost or interact favorably with your elementals (ex. Bellowing Tanglewurm, and 40 lands. With those numbers you have a good chance of seeing em at any point, which allows your deck to function properly.

It'll make your decisions harder but your deck will be more focused/run better. Obviously tweak numbers in categories as you see fit but I like even numbers.

Pieguy396 on OmNomNomNom

2 months ago

I have a deck with a similar name lol

Om(nath) Nom Nom Nom Nom

Commander / EDH Pieguy396


I have a few card suggestions for you; all of these are great in my deck:

As for cuts, I'd recommend cutting Kozilek, the Great Distortion and Deceiver of Form; they're good, but as Omnath's mana-storing ability only works with Green mana, they're not good enough to warrant making 30% of your mana unstorable. I run only one -producing land (Rogue's Passage), and only because I often win with Omnath, Locus of Mana beats. For that reason, I'd cut most of your colorless lands and replace them with Forests.

I'd also cut:

Congratulations on your excellent choice of commander, by the way, I absolutely love Omnath decks.

acscreamholy on Progenitus Hydra Tribal

3 months ago

If you are going for a true tribal theme on the deck, I'd suggest removing any card that isn't immediately thematic to Hydras. Things like Fish, Wyrm/Wurm/Worms, and large snakes make sense because they can look or fit into the mold similar to a hydra. Many of those types of creatures are very strong and beat face so there are plenty of good choices for replacement.

Suggestions for adding:

Suggestions for taking out:

DanteBeleren on Budget Yisan

3 months ago

Seems alright. Few cards seem a bit... odd or like you were trying to replace cards?

I'd recommend removing the following:

Judging upon you creature base, you don't have much of a win-con. You have tons of 1 and 2 drops which will help Yisan trigger multiple times in one turn, but no end result. The only two I'm really seeing are Craterhoof Behemoth and Shaman of Forgotten Ways. While both are good, Craterhoof seems moot since I imagine your board being blown up before getting the chance to attack with anything besides him. If you trigger Shaman early on, that can easily be a game-ender, but what happens if someone uses Swords to Plowshares on it before you get the chance? Not trying to be mean, or pick you deck apart, but unless I'm missing something your deck has a solid premise with nowhere to go. Most Yisan deck's I've seen or played against create some form of stax, or each creature he cheats into play has a prominent or dominating effect on the board/game. Being fast as hell feels super awesome until you have nothing to do, but can't win.

Some cards I'd recommend are below and some will hopefully help abuse Yisan's verse counter-curve:

So many cards... Point being, ramping into Yisan and triggering his ability is awesome, but a moot point if you can't hit anything that does something. But again, I could be completely missing the point of what you're going for, and if so I apologize for the wall of text. It's your deck and you are free to do with it as you please, I just wish you a grand time of obliterating your games.

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