Pelakka Wurm

Legality

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

Printings View all

Set Rarity
Modern Masters 2015 Edition Uncommon
Conspiracy Uncommon
Rise of the Eldrazi Uncommon

Combos Browse all

Pelakka Wurm

Creature — Wurm

Trample

When Pelakka Wurm enters the battlefield, you gain 7 life.

When Pelakka Wurm is put into a graveyard from the battlefield, draw a card.

View at Gatherer Browse Alters

Price & Acquistion Set Price Alerts

Cardhoarder (MTGO)

0.01 TIX $0.02 Foil

Ebay

Recent Decks

Load more

Pelakka Wurm Discussion

Olivvyia on Mono Green

6 days 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:

Ancient Ooze

Ancient Silverback

Awakener Druid

Bloodbriar

Crocodile of the Crossing

Duskdale Wurm ... Pelakka Wurm

Emperor Crocodile

Nessian Asp

Pathbreaker Wurm ... Nylea, God of the Hunt or Brawn or Thunderfoot Baloth or even Primal Rage

Plated Crusher

Prized Unicorn

Pouncing Cheetah

Quilled Slagwurm

Ridgescale Tusker

Scaled Behemoth

Shoe Tree ... This is illegal in commander.

Skysnare Spider

Woodborn Behemoth

Yavimaya Ancients

Yew Spirit

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.

Prey Upon ... It's just not very good in commander. Try Ulvenwald Tracker

Might of Old Krosa ... Meh. Try Giant Growth

Shed Weakness ... Unnecessary. Again. Giant Growth

Genju of the Cedars

Gift of Paradise

Living Terrain

Sheltered Aerie

Trial of Strength

Zendikar's Roil

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.

luca626 on Panharmonicon & Endless One

1 month ago

Ok, just so I'm not confused, since Endless One says enters the battlefield with, it does not double with Panharmonicon. But something like Verdurous Gearhulk and Pelakka Wurm would double because it says "when [this creature] enters, this happens]", correct?

Brendanzeros on First Mono Green Ramp

1 month ago

Wow, finally something I can actually help with! :P
First off, I strongly recommend Karametra's Acolyte. It costs 4, but it can give you ridiculous amounts of mana very early on.
Genesis Wave is a nice finisher, basically allowing you to play your deck. To do this, you could use some Omnath, Locus of Manas and some Doubling Cubes. This allows you have have exponentially increasing mana, and then genesis wave your deck early game.
For big creatures, Hydra Broodmaster is another good mana sink, and can give you very strong tokens (and a lot of them). Pelakka Wurm is nice too, with the 7 life gain to help you stay alive.

Lands: You don't need that Fertile Thicket. A ramp deck has no place for a tapped land. However, you would benefit hugely from two or three copies of Nykthos, Shrine to Nyx. It can give you huge mana profit.For buff spells, Overwhelming Stampede is much better than overrun, and pairs extremely well with Aspect of Hydra, a great buff spell for 1.

Now, cards you should take out:All your land searching cards are less than optimal. There are some good ones, but it's better to just play more mana dorks. However, you are using a lot of bad mana dorks that you should take out (like Leaf Gilder). Ulvenwald Hydra isn't good for you because a lot of your mana will be from dorks instead of lands. I'm not sure why you have a Watcher in the Web, but I think that Fog would actually be better. Most of your medium creatures don't need to be there, and take out Groundskeeper. Nobody destroys lands.

Hope I helped! I'm willing to answer questions if you reply.

TheVectornaut on

1 month ago

I'm not sure I'd classify this as burn, and moreover, I'm not sure that I'd want to mix ramp and burn in the first place. Because burn tends to want to close out the game as quickly as possible with an onslaught of spells and ramp tends to want to accelerate to bombs as quickly as possible, the potential for interference between the strategies is high. Every turn you spend burning your opponent is a turn you didn't spend ramping, and vice versa. Given the list you have, I'd focus on the ramp. Goblin Shortcutter, Skitter of Lizards, and Akoum Firebird are aggressive plays that could probably be stronger as additional ramp consistency. Lightning Bolt is the only aggressive card that might have merit as a splash due to its flexibility.

Furthermore, it may be worth dropping red altogether. Soulbright Flamekin and Vessel of Volatility pack a punch, but the preponderance of red mana makes it difficult to cast a bomb like Pelakka Wurm. Unless you intend to include only red and colorless beaters, I see the red-centric strategy posing a serious risk to the game-plan. There are some advantages to red, I will admit. If you run a large suite of mana dorks like Cobra hinted at, Xenagos, the Reveler becomes a very strong follow-up play. Some of my favorite dorks in Gruul are Arbor Elf, Voyaging Satyr, Garruk Wildspeaker, Magus of the Candelabra, and Burning-Tree Emissary. These cards work well with multi-mana sources: Nykthos, Shrine to Nyx, Gruul Turf, Utopia Sprawl, and so on. I also appreciate that red gives access to solid haste options, although I'm not certain Goblin War Paint is the strongest of said options. I've personally been using Cyclops of Eternal Fury since he, like most bombs, can be fetched by a Fierce Empath. Xenagos, God of Revels is also really strong off of Tooth and Nail. Finally, there's always R/G's classic strategy of building up serious mana just to Banefire your opponent to death.

Back on the green side of things, I would recommend having a few more big plays at your disposal. It's pretty common for ramp to have bombs countered, so unless you are rocking a set of Vexing Shusher, having a little redundancy could be a big help. When I'm not making use of the original eldrazi titans, I like using Primeval Titan, Regal Force, Engulfing Slagwurm, Worldspine Wurm, Pathbreaker Ibex, and Archetype of Endurance. Primal Surge and Genesis Wave are also a joy to play. Anyway, those are just some of my musings on ramp after years of my own homebrewing. Staying in the casual format offers enormous opportunity for the archetype, so don't take anything I say as gospel and always be on the lookout for new options.

3InchMeatMonster on beasts

2 months ago

thanks. i was thinking that bouncing things like Thragtusk and Pelakka Wurm would be effective. and ive seen big creatures with trample get dethtouch. the result is not pretty. my friend swung a 10/10 trample deathtouch at my other friend. he blocked with a 0/8 wall and when told he would be taking 9 damage because 1 is lethal with dt, he rage quit.

Nefashu on Ramp Demon Horde

2 months ago

Suggestions:


Basically, you need to focus your strategy into something more cohesive. Ramp is fine and dandy, but you need dedicated removal too.

Also, here are some fun fatties you might want to acquire as end game.

Cat_With_Headphones on Getting Back In (Deck Help)

2 months ago

So when I played regularly I had a cool mono-green EDH based on Jolrael, Empress of Beasts but then I foolishly sold literally every Magic card I owned. The sad thing is, now I possibly found a new playgroup that's not super frequent and I'm considering buying just this deck's cards. The old one had Nykthos, Shrine to Nyx, Pelakka Wurm, and some low-to-mid-tier Eldrazi from the original Zendikar block but it was never a guaranteed win. But I prefer working for the win and having fun.Are there any cool green cards that could work besides those listed? I'm looking for land search, big creatures, buffing large groups (such as Overwhelming Stampede and Overrun) and maybe a hint of card draw if at all possible. Maybe Hydras? I'm really going for an all-rounder with some emphasis on ramp to finish them off with a stampede of basic lands. Thanks gamers!

Yuri200X on HIGH RISK HIGH ASSULT

2 months ago

Your average mana cost is TOO DAMN HIGH for 20 lands.

With that amount of 4+ drops you should have at least 26 lands and have an efficient way of ramping or holding out the game.

I think you should abandon Doubling Cube. It's not efficient. Try ramping with Arbor Elf/Voyaging Satyr + Utopia Sprawl/Fertile Ground/Overgrowth. This way you'll have access to much more fast mana since it is one of the best ramp strategies in Modern nowadays.

I know those are 17-20 cards alone and that it's a lot of slots to use for ramping, but if you use Enshrined Memories you'll be able to draw lots of cards with that absurd ramp. PLUS, with this kind of ramp you'll be able to pay for absurd Hydras or even be able to cast Worldspine Wurm at turn 5 or even an Emrakul, the Aeons Torn if you dare.


There are many cards that are out of place and contribute nothing to your plan: the Tron package makes you vulnerable to Blood Moon, Crumble to Dust and you don't have efficient tutors to assemble tron... PLUS you have high demanding mana cards with inflexible mana...

Akroma's Memorial is a bad card in Modern... Godsend doesn't contribute much...

Basicly I recommend you redo your deck and aim for the more efficient mana ramp I told you. It's usually used by competitive decks that need that huge mana like RG Ponza and RG Tooth and Nail (decks that need 6-9 mana fast by turn 3-4). If you adopt this strategy, you'll be able to cast these absurd huge creatures fast. Tron lands need the support of Expedition Map, tutors and/or scry and draw... which you don't have and cannot afford to use since you'd have to assemble 4 tron lands + 3 forests to cast Worldspine Wurm. When you could cast it at least 2 turns earlier and with much more ease at a Green-White mana base.

There are also budget cards you might like to use like Wolfbriar Elemental, Pelakka Wurm, Bane of Bala Ged, Elderscale Wurm, Polukranos, World Eater, Hornet Queen and some non-budget cards you might like: Ulamog, the Ceaseless Hunger, Emrakul, the Aeons Torn, Elesh Norn, Grand Cenobite, Blazing Archon and Iona, Shield of Emeria.

Load more