Creature — Wurm
When Penumbra Wurm is put into the graveyard from the battlefield, create a 6/6 black Wurm creature token with trample.
Printings View all
|Ultimate Masters (UMA)||Uncommon|
|Vintage Masters (VMA)||Uncommon|
Combos Browse all
|Commander / EDH||Legal|
Latest Decks as Commander
Penumbra Wurm Discussion
1 year ago
Chhris Thanks for the comment/+1. I thought of the fling/thud route but feels it requires more dedication. Also, the sacrifice being part of the cost sucks when its countered. I still may explore it in the future. I have Warstorm Surge , and am debating adding Where Ancients Tread though its limited, it acts the same in a way without the sacrifice. Twinflame could be good, esp. with some like Armada Wurm and Penumbra Wurm leaving tokens in their wake. Definitely love Xenagos though, gotta find a spot for it.
1 year ago
I think to get the most out of Trostani, Selesnya's Voice's populate ability, I would focus more on things that produce bigger tokens instead of a various 1/1s. Cards like Advent of the Wurm, Giant Adephage, Feudkiller's Verdict, Penumbra Wurm, Rampaging Baloths, Beast Attack or even smaller ones like Call of the Herd, Call of the Conclave, Blade Splicer would imho go much better with the population theme.
2 years ago
2 years ago
Welcome to the party :)
Creeping Mold and Slice in Twain are basically the same except Mold gives you the option to destroy a land and Slice draws you a card so I'd say either one is good. Instant speed might be better? I usually have all of my mana sunk into Faith so I don't think I'd ever use it on their turn. The reason I have Mold over Slice is that drawing a card isn't as useful for most situations because of the added draw I already get from Midnight Oil and with so many mid range decks running three or more colors the land destruction can be devastating to their color pie. I do already have the ability to destroy non-basics like dual lands with Field of Ruin and then replay the Ruin with Ramunap Excavator to keep doing it as often as I want to, but I don't know if that's enough reason to change it out. At the end of the day I'd probably be bringing in Mold for the Enchantment removal more than anything else so you could go with either card and probably be just fine. I don't remember why I went down to just one though, I should probably go up to two three and get rid of Dissenter's Deliverance because it has more choices for just two more mana which is no big deal. Originally the entire sideboard was made up of cards with Cycling to give me more ways to Discard on purpose, but since adding Key to the City I can do that for free while making something unblockable.
Gonti's Machinations I'm not a huge fan of. It's probably sweet in multiplayer which is a format I play pretty regularly, but the need for energy just isn't there. I'd say a better generator of energy and use for it all in one card is Demon of Dark Schemes since it would wipe out all of my tokens and generate a ton of energy that can be used to buy creatures back from the graveyard while also being on a big flying body. Even still, I don't think it's the right deck. I could get behind a deck that generated tokens for that specific purpose, in fact I have a few, but the loss of Zulaport Cutthroat from Standard pretty much neutered the strategy. In a duel I'm not sure the 3 life gain after 2 turns of losing life is enough. Although, for one black mana it is sort of like an Alms of the Vein with Suspend 2. This deck would benefit greatly from a playset of Alms... too bad... I see what you were going for there, a pair on the field in the late game gives you a 6 damage bomb to edge in lethal damage if you need it. Could be nice against Ramunap Red to mitigate some damage early on as well. I'll consider that one. I still like it better in a deck that already has an energy package to be able to pop it right away, but I can see its usefulness I suppose.
Honored Hydra I like. Discard = Discount, love it. Great against removal as you said since it takes two shots to kill it for good. I also like that it has Trample. He reminds me of Penumbra Wurm which I ran in a green deck back in the day along with his other Penumbra friends. I can definitely get behind this one over the Monitor. I thought I'd have more reanimation and the Cycling for ramp/trigger was enough reason to run the Monitor but I haven't really used him either. The Hydra would be great in a lot of situations and since I could play him by turn 5 pretty easily it should be a larger threat than what my opponent would be able to play. It does suck that the flip side can just get Pushed and either side can Walk the Plank, but again that's just drawing out my opponent's removal and tying up their mana. If they don't have it then it should provide some pretty hefty beats.
Thank you for your suggestions! I'm never super attached to sideboards since they are always situational and meta dependent and there are always things that might work better. I definitely should upgrade the Monitor the the Hydra, and I'll retool the numbers for access to more Enchantment hate. I'm still on the fence about Machinations. Sometimes I'll have an auxiliary sideboard with a few extra cards for multiplayer and I could certainly toss a few of these in the box for that without hesitation.
3 years ago
Mitotic Slime comes to mind. Reef Worm is sorta like that, but in the wrong colors. Abzan Ascendancy/Golgari Germination/Gutter Grime/Requiem Angel are sorta close, Belfry Spirit turns the creature it haunts into a card like that, Brindle Shoat, Tuktuk the Explorer and Doomed Dissenter just get bigger. Liege of the Hollows gives everyone squirrels when it dies. Symbiotic Elf, Symbiotic Beast, and Symbiotic Wurm turn into insects. Chasm Skulker explodes into a pile of squid (wrong colors again tho). Maalfeld Twins breaks apart into 2 zombies, and Mausoleum Guard into 2 spirits. Promise of Bunrei makes one of your dudes explode into spirits. Sporogenesis is kind of a cool card that makes your guys explode into saprolings on death. Sprouting Thrinax is good. Wurmcoil Engine is a popular one.Goblin Marshal/Mogg War Marshal makes goblins when he ETBs and dies. Hallowed Spiritkeeper, Hangarback Walker, and Hooded Hydra all work. Jotun Owl Keeper in blue again. Mongrel Pack is another one, as is Murder Investigation. Theres a whole bunch of "Penumbra" cards from odyssey that all make a black clone of themselves when they die (e.g Penumbra Wurm). Ulvenwald Mysteries turns each dead guy into a clue that it then turns into a soldier.
If I were to make a commander deck around this idea, I would go with a Jund, not Abzan, sacrifice deck led by Sek'Kuar, Deathkeeper, or perhaps Shattergang Brothers. In addition to these you have a ton of guys that just make 1 token on death- Seed Guardian, Sifter of Skulls, Pawn of Ulamog, Tukatongue Thallid, Blisterpod, Myr Sire, etc.
3 years ago
The following should be switched for better shit:
Apocalypse Hydra, Myr Battlesphere, possibly Omnath, Locus of Rage or Rampaging Baloths, Penumbra Wurm, possibly Purphoros, God of the Forge, possibly Skyline Despot (I know I suggested it but I still don't like it), Thought-Knot Seer because you only have four lands that will allow you to cast him
things to maybe put in:
3 years ago
Wurmcoil Engine - a must have cause sploosh
4 years ago
There's only 2 cards that I found that can reduce your creature costs in green (probably since so many green creatures pretty much count as mana):
Seal of the Guildpact - Would be a wasted card since it would only reduce cost by (1) here and at (5) to put it down I wouldn't bother.
Conduit of Ruin - This guy does allow you to cast your first creature per turn for (2) less. You can ignore the first ability since you don't have any qualifying Eldrazi, unless of course you wanted to sneak one or two in there. I play this guy in a few of my Eldrazi decks and at least half the time I don't bother using the tutor because it goes on top of the library and slows me down a turn. I really only use it if I have nothing in hand to play afterwards but I usually already do.
This past weekend I had some old friends come down and they brought some of their legacy decks from back in the day and we played some classic Magic for a while. One of the decks reminds me of what you are trying to do and could give you another way to achieve your win condition with the Hurricane. His deck was something that used to be called "Elf-Ball". It got out a ton of mana crazy fast with cards like Quirion Ranger, Llanowar Elves, and Priest of Titania by being able to tap and untap land and creatures more than once per turn and then blasting a Fireball to the face for massive damage. The funny part is that he also ramped up to some big Wurms like Penumbra Wurm and Shivan Wurm.
For Modern, you don't get two of those elves. So alternatively you do have access to Elvish Archdruid which for one more mana than Titania and gaining the Anthem effect is a worthy upgrade. Elvish Mystic works too, but Gyre Sage is another interesting option since it will add counters regularly from your Wurms and Evolve. If you made your way to say 10-12 of these Elf options you could generate quite a bit of mana for yourself to Hurricane or simply hard cast the Wurms a lot faster and easier without changing the deck too much.
I do like the idea of making Elves a little more prominent so that you can go for that big Hurricane. If you could find a way to use those listed above and have say 12-15 of them you could knock out a lethal storm several turns sooner than without. If you wanted to keep the count low though I would probably go for the Gyre Sage since it would ramp up without depending on having other Elves every time you play a Wurm. I think the Sage route is probably the best to pursue since having more Elves means less Wurms to hit with Evolutionary Leap.
Fun stuff, its funny how a recent events like seeing that old deck again and you linking me on your other post this morning can come together to sprout new ideas :)