|Commander / EDH||Legal|
Printings View all
|Iconic Masters (IMA)||Common|
|Magic 2013 (M13)||Uncommon|
|2011 Core Set (M11)||Uncommon|
|Duels of the Planeswalkers (DPA)||Uncommon|
Combos Browse all
Creature — Wurm
Trample (If this creature would assign enough damage to its blockers to destroy them, you may have it assign the rest of its damage to defending player or planeswalker.)
Duskdale Wurm Discussion
1 month ago
Eternal Witness , Finale of Devastation , Creeping Renaissance , Deadwood Treefolk , Genesis , Greenwarden of Murasa , Hatchery Spider , Moldgraf Monstrosity , Nature's Spiral , Noxious Revival , Paleoloth , Praetor's Counsel , Regrowth , Reincarnation , Revive , Seasons Past , Skullwinder , Verdant Confluence , and Wildwood Rebirth are all reasonable options and I am sure I am missing a few since I was going through this quickly at 2 am.
With mono g I would say get 3 or 4 of these and focus on keeping a full grip of cards even if it means cutting a few of your worst wurms to make it so you get to your good wurms faster. A Duskwatch Recruiter Flip is more helpful to you than something like Duskdale Wurm . Good draw and tutors make a deck much stronger than one just jam packed with big dudes.
There are also a few indestructible creatures that can be used if there are far too many board wipes to recover. Spearbreaker Behemoth , Impervious Greatwurm and Nylea, God of the Hunt are pretty fitting cards for wurms imo.
6 player games can be fun, but you are right, some decks don't really function well with that many. I always prefer 4 player games.
7 months ago
If you want to take more turns a great way to do that with yeva is have Seedborn Muse in play.
Mana doubling is great in mono color decks. Regal Behemoth will do that and draw you cards.
Pathbreaker Ibex is a cheap and reusable finisher.
Genesis Wave is a green staple for finishing the game.
I have a mono green deck right here and is packed for of 4 yrs of development, you should take a look and get some ideas of certain cards you might want or like to have. Like Akroma's Memorial when this lands on the battlefield I feel invincible.
7 months ago
These upgrades aren't huge, cards I'd drop are the following:
Ambush Viper , Lay of the Land , Boundless Realms , Tower Defense , Mortal's Resolve , Fog , Burst of Strength , Panharmonicon , Lure , Verdant Haven , Sandwurm Convergence , Shapers' Sanctuary , Shapers' Sanctuary , Greenseeker , Kalonian Tusker , Oak Street Innkeeper , Duskdale Wurm , Elvish Aberration , Borderland Ranger , Civic Wayfinder , and Centaur's Herald .
These 21 cards don't do enough to warrant inclusion overall, and you can ask me about any specific drops, but I'd not run them. I would argue to run at least 3-5 more Forests (4 for now will be my estimate leaving 17 cards left to work with) and to run the following:
Yisan, the Wanderer Bard , End-Raze Forerunners , Karametra's Acolyte , Terastodon , Reclamation Sage , Primordial Sage , Wolfbriar Elemental , Ulvenwald Tracker , Rampaging Baloths , Regal Force , Temur Sabertooth , Fierce Empath , Harmonize , Rampant Growth , Primal Command , Lignify , and Beast Within
These should all round out the deck! Many are creatures that can be flashed in with big effect, like Yisan, the Wanderer Bard / End-Raze Forerunners / Rampaging Baloths / Regal Force , etc. or are card draw/removal to keep you in the game when an opponent 'goes off'. Often if green gets board wiped they hurt, and while Heroic Intervention helps out, Temur Sabertooth too, sometimes just rebuilding is the answer. Think of the value of in response to a Wrath of God you flash in a Regal Force , draw 7 cards, then on your next turn empty your hand of new creatures to win with!
I chose relatively cheap cards for this list, hoping you don't have to spend to much!
1 year ago
So if I attack with any creature with trample, for example's sake a Duskdale Wurm, and my opponent blocks with Drudge Sentinel and uses his ability tapping him, the sentinel still blocks the creature and indestructible absorbs all the damage? Thank you for your input!
1 year ago
KINGofORESKOS, Don't worry about advertising on my wall, I'm always happy to offer advice on a deck! Also, my name comes from the creature type, since my first "deck" was a 72 card amalgam of RG ramp and fun stuff like Duskdale Wurm/Ruination Wurm.
1 year ago
I would switch 1x Blossoming Sands, 2x Evolving Wilds, and 1x Ghoulflesh for 4x Verdant Catacombs and 2x Forest and 2x Swamp for 4x Hissing Quagmire. Up your Deadly Recluse and Rancor to 4 and add 4 Vampire Nighthawk. You can take out Sengir Vampire and Daggerdrome Imp for the Nighthawk, as well as Rotfeaster Maggot and Duskdale Wurm. I'd also take out your planeswalker and put in a couple Thrun, the Last Troll.
2 years ago
I like this quite a bit! I don't often see Yisan lists with much originality. Some small changes you could make in the future are switching Duskdale Wurm for Elderscale Wurm, Predatory Urge out for Quest for Renewal, Chord of Calling out for Genesis Wave, and a Forest out for Boseiju, Who Shelters All. Those just might be interesting add-ins, play how you feel. +1 for breaking the mold.
2 years ago
It's a good start. Removal in green is very hard to find so I like the small touches.
However, something about commander is you always want to have some sort of interaction with your general. It's certainly not necessary but with Multani, I think it's more fun. If you get some card draw in your deck, it would work really well with him.
Try Howling Mine, Font of Mythos, Collective Unconscious, Freyalise, Llanowar's Fury, Garruk, Primal Hunter, Glimpse of Nature, Heartwood Storyteller, Fecundity, Primordial Sage, Regal Force, Rites of Flourishing, Shamanic Revelation, Soul of the Harvest, Triumph of Ferocity or Zendikar Resurgent.
Another important thing in commander is a solid mana base. Running 38 Forests is not all bad but you want some more interaction with your deck. Oran-Rief, the Vastwood and Nykthos, Shrine to Nyx would go really well in your deck. You might also want to consider a Sol Ring and Gilded Lotus because those are commander staples.
Now, what to cut.
Let's start with creatures. One thing you have to think about when casting any kind of spell in a commander game is, "Is this spell worth the mana cost?" and "Does this spell have any kind of interaction in my deck?".
In my opinion, these are the creatures you need to cut. To the right of each, I will put some substitutes:
Shoe Tree ... This is illegal in commander.
A lot of the creatures you have just don't have much synergy in your deck. Cut them and try out the other recommendations I've given you thus far.
Other cards to cut with recommendations:
Call of the Herd ... Not really worth it unless you're running a token deck which you are not.
TL;DR I like your deck. It's a good first time commander deck. Try to cut some of the creatures out that don't have any synergy with it. Card draw would go well with your deck. Mono green always has ramp.
If you have any questions, feel free to ask! Welcome to the format.
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