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Creature — Wurm
Greater Sandwurm can't be blocked by creatures with power 2 or less.
Cycling 2 (2, Discard this card: Draw a card.)
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Greater Sandwurm Discussion
1 month ago
I just happened to stumble upon your deck. Seasons past is an awesome card. I do have a deck resolving around it myself, maybe take a look at it?
My deckk is a casual variation, but a card i found to be very useful is Greater Sandwurm. It's basically just a draw one for two that you can recurr with every single seasons past you cast, as cmc 7 is nowhere else in the deck.
2 months ago
- Pathbreaker Wurm
- Humbler of Mortals
- Heliod's Pilgrim
- Totem-Guide Hartebeest
- Fierce Empath
- Wildheart Invoker
- Soulbright Flamekin
Some ideas for non-ramp creatures.
3 months ago
I have to start by saying; This is a brew. It feels competitive to me, but I have not played any leagues with it. The most I do is the Tournament Practice rooms on MTGO.
Also, that's not a dumb question. Many people ask why Ash Barrens over Evolving Wilds just in general. To answer your question; I have it in the deck because; 1. Cycling is very important to the deck. Horror of the Broken Lands needs the cycling, and the land pumps him. 2. The deck is 3 colours, but getting the Exhume T2 or T3 is important. Evolving Wilds can not tap for mana T2 or T3. So if I can put it down as colourless mana, it's situationally better. If you can Cycle Horror of the Broken Lands T1 and T2 Exhume it to the battlefield, it's a big swing. The better creature is often Greater Sandwurm due to being an unblockable 7/7 T3 if you can cycle T2 and Exhume T3. 3. I prefer Ash Barrens over Evolving Wilds, just due to being able to make the land drop and immediately be able to use it the same turn, if needed.
I have made a couple changes to the deck. I will update everything so you can see what the deck is like now. not much has changed. I find that this is one of my most competitive decks to date, and is very fun and consistent. If you try this deck I think you will have fun, but it takes a lot of practice.
I'll post again once I'm finished the full update, as right now I might only edit the list and a bit of description.
3 months ago
Hey that's great AwesomeKyurem5, I really enjoyed the building of this one, and I altered it slightly tonight by switching Greater Sandwurm out for Sailor of Means, in order to bring CMC down from 3.07 to a leaner 2.9 for the time being.... if I can find the card you suggested that'll be the one I replace.
6 months ago
Thanks for the feedback-- I'm building just with cards that I own and have pulled from boosters. I noticed that I actually do have 2 copies of Scaled Behemoth, and so Accomplished Automaton has been removed in its favor. I also replaced Ancient Brontodon with another Greater Sandwurm. I do want to keep the Nissa's Encouragement along with the brambleweft and Nissa herself, because I believe that the sorcery there can help me keep my hand at 7 in case of Kefnet the Mindful being out, as well as being able to return Nissa from the graveyard to my hand. Brambleweft Behemoth is present in one copy simply because Nissa's Encouragement searches for it, and I believe the sup-optimal-ness of the card is made up for by the fact that it's a 6/6 that I have two searches for and can also return from the graveyard.
6 months ago
Greater Sandwurm has great potential in this ramp deck as well, going unblocked by little guy and eats the big ones and ofcourse when you don't need it you can just cycle it away
7 months ago
Now that Amonkhet with its new cycling cards was released, this deck can be significantly improved. I have tested your decklist as it was, and then made following changes:
- Obviously add new cycling creatures, such as Archfiend of Ifnir or Greater Sandwurm.
- Removals like Murder or Ichor Slick in this deck are bad, because they add creatures into your opponent's graveyard, which makes your Living End worse. You need to focus on removal which disables the creature on the battlefield, puts it into library or exiles it, such as Chaos Warp or Song of the Dryads.
- Turns out that this deck has much better manabase than it seems - mainly because of all the land-cycling creatures (Igneous Pouncer), which can search for dual lands such as Cinder Glade. Thus it is easily possible to play four colors. Adding blue will improve your changes of going off with additional cascade card Shardless Agent and tutors like Bring to Light.
- Replace Flayer of the Hatebound with Ogre Battledriver. As previous comment says, Flayer of the Hatebound doesn't work with Living End. So instead of damage, you'll have haste.
- Replace All Hallow's Eve with Twilight's Call - it's $100 cheaper.
- Add Emrakul, the Promised End as a backup plan - turns out that the deck has a lot of tutors, never misses a land-drop thanks to all that cycling, and has many card types in the graveyard. Emrakul is enough to win all alone.