Bellowing Tanglewurm


Format Legality
Noble Legal
1v1 Commander Legal
Vintage Legal
Modern Legal
Casual Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

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Set Rarity
Scars of Mirrodin (SOM) 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

dan98mg on mirri voltron?

2 days ago

Bellowing Tanglewurm, might just be a large dumb thing. Could think of dropping it. Fyndhorn Druid why is this here? Mystic Compass you have lots of these effects, and this one does the least. Lace with Moonglove looks much to cute for a "gota-yuh" card. Heroic Intervention is a much better card then Withstand Death. Wood Elves out of the land searching cards this is probably the worst.

Qolorful on Most underrated commander of all time

1 month ago

My vote for your cut would be one of the two mentioned prior, or Bellowing Tanglewurm. Gyre sage isnt really special outsider of counter bases decks. I think bellow wurm is One of the less important pieces in terms of redundancy. Siege behemoth does it better in my opinion, and trample often does the trick as well.

Snickles@EDH_only on The Cheating Green Monster

1 month ago

odd mechanics in green:

Bellowing Tanglewurm, Beacon Behemoth, Avoid Fate, Cream of the Crop, City of Solitude, Brooding Saurian, Heartwood Storyteller, Gurzigost, Genju of the Cedars, Gaea's Liege, Freyalise's Winds, Fertile Imagination, Eyes of the Wisent, Engulfing Slagwurm, Elven Warhounds, Elephant Grass, Hermit of the Natterknolls  Flip, Hidden Gibbons (and the other hidden creatures / enchantments), Dosan the Falling Leaf, Holistic Wisdom, Hornet Sting, Hunted Troll, Ichneumon Druid, Kashi-Tribe Reaver (and the rest of kashi-tri, if only for the lockdown mechanic), Lifeforce, Lignify, Lost in the Woods, Mammoth Harness, Meandering Towershell, Midsummer Revel, Mindbender Spores, Mortal Wound, Multani, Maro-Sorcerer, Nacatl War-Pride, Nature's Wrath, Night Soil (okay, this one is odd - because the colon is after the removal of creatures, it happens faster than players can respond or trigger to - it happens at the "cost" step of activating the ability), Noxious Revival, Panglacial Wurm, Permeating Mass, Planeswalker's Favor, Protean Hydra, Quirion Druid, Recycle, Revelation, Riftsweeper, Rite of Passage, Root Maze, Rootrunner, Rust, Scarwood Bandits, Sprouting Phytohydra, Sporogenesis, Spike Tiller, Sheltering Ancient, Selvala's Charge, Sekki, Seasons' Guide, Wave of Vitriol, Wonderlust, Vernal Equinox, Unyaro Bees, Typhoon, Tropical Storm, Tornado, Tempting Wurm, Tempting Licid, Symbiotic Deployment, Superior Numbers, Stunted Growth, Wild Mammoth, Wolfcaller's Howl, Worldspine Wurm, Xantid Swarm, and Yavimaya Dryad

scumbling1 on Beginner Green

1 month ago

I like what you've got going here.

I'd get rid of some of the small vanilla beaters like Leatherback Baloth and Swordwise Centaur for stuff that scales for multiplayer -- Lhurgoyf, Copperhoof Vorrac, Bonehoard, Forgotten Ancient. All are cheap, but potentially become huge.

Bellowing Tanglewurm and Roughshod Mentor are some budget-friendly sources of evasion.

FamSlayer on One Punch Man - Fight Tribal

4 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

4 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.

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