Craw Wurm

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Oldschool 93/94 Legal
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Planechase Legal
Premodern Legal
Quest Magic Legal
Vanguard Legal
Vintage Legal

Craw Wurm

Creature — Wurm

EDH 3 / 0
Vizier of the Menagerie feature for Dinostorm

legendofa on Why Have Creatures in Recent …

3 months ago

This rule has never been more than a guideline. Savannah Lions breaks it in Alpha, as a 2/1 for .

Still, creatures have been getting better. In the first few years of the game, creatures were generally pretty weak and inefficient. Mold Demon is a 6/6 for that requires a two-land sacrifice, and that's one of the more cost-efficient creature cards from Legends.

Since is the most creature-centric color, it's seen more "creature power creep" than other colors. It also tends to have much heavier color weight and more expensive creatures. Craw Wurm and Scaled Wurm fall below the stats = mana value curve. In fact, it isn't until 1999 when green Trained Jackal got a creature above this curve with no drawbacks or restrictions, and that's it until 2002's Elvish Warrior. Those are the only two green creatures from the pre-Modern era to be that efficient. So even vanilla creatures in the color of big efficient creatures were generally below the curve.

Current creatures tend to be more efficient, but still stay close to the rule. Out of almost 600 creatures across all colors, Brokers Initiate, Cabaretti Initiate, Cavern Stomper, Civil Servant, Cogwork Wrestler, Goblin Blast-Runner, and Goblin Tomb Raider are the only common creatures in Standard that have a stats-mana ratio above 1, so the spirit is still very much present.

Mythic rare cards are explicitly made to be powerful and have a "wow" factor, so they're going to see a higher ceiling. Even so, very few mythic rare creatures break this ratio, and those that do generally stay close to 1. The exceptions are pretty much exclusively expensive green creatures that either are multicolor or have a heavy color weight. So the efficiency of large, expensive creatures is amplified in green, the focus color for large, expensive creatures.

BruhYouFarted on Card creation challenge

2 years ago

Vuy, Stuck in Time // 2WBG

Planeswalker - Vuy

+1: Up to 2 target creatures both gain fear until end of turn.

0: Search your library for a rebel creature card with converted mana cost 3 or less, than shuffle your library.

-5: Create five 6/4 green Wurm creature tokens named Craw Wurm

3

/

Wild

MagicMarc on None

3 years ago

Only 30% of minotaurs are not mono red. So I would say they are primarily a red creature.

The Shivan Dragon has been one of the iconic creatures for the entire game since it's printing. And dragons have always been the iconic red creature while goblins have been the iconic race for red.

I always thought wurms were the iconic green monster. Ever since Craw Wurm . But officially its been Hydras for a while.

Here is an article from the wiki. At the bottom is a nice breakdown of races and critters by color and groups: Race

pipopular on Training Wheels Gruul Smash

3 years 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 years 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

3 years 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

5 years ago

Dude run Craw Wurm lmao

landofMordor on Guilds of Ravnica: Spoilers and …

5 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.

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