Craw Wurm

Craw Wurm

Creature — Wurm

Browse Alters View at Gatherer

Printings View all

Set Rarity
2010 Core Set (M10) Common
Tenth Edition (10E) Common
Ninth Edition (9ED) Common
Ninth Edition Foreign Black Border (9EDFBB) Common
Eighth Edition (8ED) Common
Fifth Edition (5ED) Common
Fourth Edition (4ED) Common
4th Edition Foreign Black Border (4EDFBB) Common
Revised Edition (3ED) Common
Revised Foreign Black Border (3EDFBB) Common
Unlimited Edition (2ED) Common
Collector's Edition (CED) Common
International Collector's Edition (CEI) Common
Limited Edition Beta (LEB) Common
Limited Edition Alpha (LEA) Common

Combos Browse all

Legality

Format Legality
Block Constructed Legal
Vintage Legal
Pauper Legal
Duel Commander Legal
Canadian Highlander Legal
Highlander Legal
Oathbreaker Legal
2019-10-04 Legal
Modern Legal
Leviathan Legal
Unformat Legal
Casual Legal
Legacy Legal
Limited Legal
Custom Legal
Oldschool 93/94 Legal
1v1 Commander Legal
Commander / EDH Legal
Pauper EDH Legal
Tiny Leaders Legal

Craw Wurm occurrence in decks from the last year

Latest Decks as Commander

Craw Wurm Discussion

pipopular on Training Wheels Gruul Smash

3 months ago

Aaaand another one! Nicely put together, thank you! This list will see play as well. I might add one of the one-drop deathtouch creatures. Not sure what to replace though. Most likely one of the big vanilla boys. (I remember when I picked up MTG at the time of fourth edition when my sole match plan consisted of casting Craw Wurm and it felt so powerful! I would have loved this deck back then!).

Rzepkanut on Reserved List Banhammer?!?

3 months ago

The announcement specified that it was only going to be affecting historic so I have no idea why anybody would think anything otherwise. Also I feel like banning all the cards on the reserve list is just a bad way of doing business.

I do support abolishing the reserve list all together though. It's not helping the game at all. If you're really one of the people who think that the reserve list is propping up magic's existence currently, look at how much original copies of alpha Craw Wurm sell for.... or still sealed in-box copies of original Super Mario Brothers from original Nintendo. Many collectibles are valuable because they're actually just hard to get original first edition copies of in good condition, not because there's nothing like it anywhere else on earth.

They could bring back collector's edition versions of sets printed as full sets in a box with gold borders and maybe Championship decks with gold borders like they used to. They could sell it like a secret lair but you would get full sets like they used to or maybe booster boxes of old sets reprinted with a small mark on it so you can tell it's a new printing like Mystery Booster did. There are one hundred percent ways they could do it without annihilating the secondary Market.

There's no such thing as a person that disagrees with this argument that isn't disagreeing out of self-interest because it would mean a financial loss to them. If it's just about growing the game and the health of magic as a cultural phenomenon for the distant future, there is no debate. Making magic cards more accessible makes it easier to play the game, period.

Its like they don't have ownership or control over some of their most valuable intellectual property! How could that be possibly be considered good from a game designer's perspective? It doesn't sound good for business either.

If the primary objective is not cultivating the games paper card player base at all but instead trying to influence secondary card market values to go up forever... like some kind of broken stock market or something, it would have a negative effect on players. However if the primary objective is growing the active player base and keeping it constantly engaged, the reserve list is holding the game back from it true potential.

Generally it feels like their plan is to somehow do both things at the same time. I think they can achieve both goals without the reserve list.

Chandra585 on Card creation challenge

4 months ago

Im gonna go way back to the beginning with Craw Wurm.

Craw Tyrant

Creature-wurm

Whenever ~ deals damage to a creature, exile that creature.

At the beginning of your upkeep, each creature card exiled by ~ deals damage equal to its power to ~.

When ~ dies, return each creature exiled with it to the battlefield under their owner’s control.

6/4


Tried to capture the flavor of eating other creatures. Make a Samurai. Bonus: give it an iaijutsu ability. Bonus Bonus: make it have a mecha.

Trolldier_of_Fortune on woah big mama

1 year ago

Dude run Craw Wurm lmao

landofMordor on Guilds of Ravnica: Spoilers and …

2 years ago

Phaetion, nooooooo! I looked up Scryfall creature cards only (; I guess I'm only half-wrong?

LittleBlueHero, I'm with you there! Convoke is hard to use well. I prefer it with things like Chief Engineer or Chord of Calling, where you're not necessarily losing so much tempo as casting an evasionless fatty.

DemonDragonJ, the P/T-to-CMC ratio is a quick and dirty way to evaluate the stats of a creature, especially in Limited. It's pretty accurate in the commons/uncommons like Thallid Omnivore and Stronghold Confessor, but the metric breaks down a little bit considering a) creatures really have gotten better since the Craw Wurm days, b) abilities and keywords make them harder to evaluate, and c) it's not a hard-and-fast design rule. Also, once you get past 6 CMC, the rule of thumb begins to break down anyways, because of the diminishing returns of increasing P/T.

landofMordor on Guilds of Ravnica: Spoilers and …

2 years ago

Chasmolinker, that is why counterspells are my favorite.

LeaPlath, maybe Demon's point is that the power creep of creatures is pretty obvious, especially at higher CMC. From Craw Wurm to Alpha Tyrranax to Colossal Dreadmaw is a pretty big jump, and this new guy is just the latest variation on a theme. Granted, that's because creatures have kinda needed to get better, and stats alone won't make the Greatwurm good, but it is the latest example of an obvious trend in power level.

SpringingTiger on Teaching young player

4 years ago

Start simple, and slowly build up.

I don't like to use cards like Chaplain's Blessing or Vessel of Volatility that aren't good cards.

I go for mostly creatures, but I keep them to vanillas, french vanillas (evergreen keywords only, like Serra Angel), and virtual vanillas (they have some effect the turn you play them, but are vanillas after that, like Elvish Visionary).

I keep the number of different types of effects low, but have some repetition for each of them ("that Air Elemental has flying just like the Seacoast Drake that you played a few turns ago did").

But remember that by far the most important thing is that he/she has FUN. If your child isn't enjoying some aspect of the game ("I don't like it when you Doom Blade my Craw Wurm - Doom Blade my Runeclaw Bear instead"), try to remove that part of the game for awhile.

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