Bellowing Tanglewurm


Format Legality
Modern Legal
Legacy Legal
Vintage Legal
Commander / EDH Legal
Duel Commander Legal

Printings View all

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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0.01 TIX $0.02 Foil


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Bellowing Tanglewurm Discussion

acscreamholy on Progenitus Hydra Tribal

5 days 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

1 week 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.

KingOfZendikar on Collected Beast Aggro

3 weeks ago

Wow, I never thought of Bellowing Tanglewurm or Display of Dominance. I will add Heroic Intervention and Pithing Needle now but it seems like Display of Dominance is a narrow Heroic Intervention. And yes I did see the Cat snake. He is awesome and will go into my sideboard. Thanks for the help! One more thing, should a keep Collected Company or drop it?

shaistyone on Collected Beast Aggro

3 weeks ago

Sideboard thoughts:
Pithing Needle - stops Planeswalkers, equipment, etc
Display of Dominance - serves as both removal and counters targeted spells against the given colors
Bellowing Tanglewurm - very nice 'alpha-strike' effect for games with board stalls
Heroic Intervention - so good, I would probably run it in the mainboard. counter one board wipe, and that is probably game over..

Did you see the new cat-snake that got spoiled? It looks like it could work for this. Cat Snake!

DemonDragonJ on Khalim, Master of Many

1 month ago

Some time ago, I had an idea to make cards that became more powerful if a player controlled a certain permanent, so I spent time refining that idea, and I produced a legendary creature who has several signature spells, which are acceptable on their own, but become much more powerful if their creator is present (symbolizing from a flavor perspective that the creator can cast their own spells much more effectively than can another mage).

The creator of this spells is mage named Khalim, who became bored of studying only one form of magic and traveled far and wide to learn many different styles of magic, eventually devising his own signature spells. I have not developed a more detailed backstory for Khalim than that, but I do not need to do so, at the present time. Due to his many years of studying, Khalim has devised a spell of each color, and they are as follows:

Khalim's Anger Show

This card takes inspiration from Urza's Rage, Sizzle, and Pyroclasm, dealing a greater amount of damage, which becomes unpreventable, if Khalim is present.

Khalim's Might Show

Without Kahlim, this card is strictly worse than Overrun, although I did make its casting cost less strict to balance that. However, with Khalim, it becomes strictly better than overrun. I know that menace is usually associated with black and red creatures, but I believe that it makes sense from a flavor perspective in this case, especially considering that Bellowing Tanglewurm gives green creatures intimidate.

Khalim's Spite Show

This card is modeled after Wit's End, but with both a lower, albeit stricter, mana cost, as well as additional effects, since I believe that that card is simply too expensive for too little of an effect.

Khalim's Valor Show

This card is intended to be a combat trick, akin to Aerial Maneuver, Call to Glory, Glorious Charge, Guardians' Pledge, Mighty Leap, Break of Day, Inspired Charge, Sanctified Charge, Show of Valor, Hold the Line, and so forth. Should there be an "untap all creatures that you control" clause, so that it can be used defensively as well as offensively?

Khalim's Will Show

Without Khalim, this card is exactly the same as Cancel, one of the worst counterspells in the game, but, with Khalim, it is better than Dismiss; with that being said, should I reduce the number of cards drawn to a specific number, such as one or two?

After seeing these cards, I imagine that the anticipation for Khalim himself must be very high, so, without further ado, here he is, in all of his glory:

Khalim, Master of Many Show

Khalim himself can find one of his own spells, so he naturally has great synergy with them. His having hexproof and prowess are indicators of his immense magical skill, but I knew that I would need to keep his power and toughness low to balance those abilities. His "draw and discard" ability represents his ability to find a new solution by abandoning a previous one.

What does everyone think about these cards? How well did I do with them? Do you have any suggestions for them?

Opifex on Force of Nature

2 months ago

Archetype of Endurance, Elderscale Wurm, Whisperwood Elemental, Soul of the Harvest, Verdant Force, Omnath, Locus of Mana, Primal Surge, Elder of Laurels, Beastmaster Ascension and Bellowing Tanglewurm. Green permanents with growth in power and number, if you play mono green that is definitely their strength.

Snacrifice on Isao, Budget Bushi(<15$)

2 months ago

Swapped Aspect of Mongoose out for Canopy Cover because the former went up a few cents to push it just out of range. Bellowing Tanglewurm swapped for Snake Umbra because it spiked as well. Also realized I used the wrong edition Blanchwood Armor, should show a smaller price point now.

Thanks for the suggestions shaistyone !

shaistyone on Isao, Budget Bushi(<15$)

2 months ago

Timbermaw Larva - big guy in mono-green
Canopy Cover - combat utility
Shinen of Life's Roar - clear the way for the alpha strike
Elfhame Sanctuary - get a land when you really need it
Bellowing Tanglewurm - straight unblockability at times

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