Sandwurm Convergence

Sandwurm Convergence

Enchantment

Creatures with flying can't attack you or planeswalkers you control.

At the beginning of your end step, create a 5/5 green Wurm creature token.

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Set Rarity
Amonkhet (AKH) Rare

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Tokens

Legality

Format Legality
Tiny Leaders Legal
1v1 Commander Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
2019-10-04 Legal
Block Constructed Legal
Pioneer Legal
Leviathan Legal
Legacy Legal
Frontier Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Sandwurm Convergence occurrence in decks from the last year

Commander / EDH:

All decks: 0.03%

Green: 0.19%

Sandwurm Convergence Discussion

Truvio56 on $5 Selesnya Tokens

1 week ago

If you add some Song of Freyalise would that help with the mana ramp to Sandwurm Convergence?

5dollarMTG on $5 Selesnya Tokens

2 weeks ago

Anointed procession would be great Truvio56 - just way over budget. Sandwurm Convergence is closer to budget - I would just add some more ramp if you go that direction. It's already a bit of a stretch running Emmara Tandris.

bushido_man96 on Ghired's Pound Town

2 weeks ago

You could swap Zendikar Resurgent for Mirari's Wake. Its higher CMC, but adds card draw.

I think Solemn Simulacrum is a cut. You have better options for ramp and draw in Naya than that.

I'm not sure on Advent of the Wurm. What about Sandwurm Convergence instead?

Rishkar's Expertise is good draw if you have fatties on the board. Guardian Project is also stellar.

You could go away from the signets for more land ramp, or cards like Wild Growth and Fertile Ground, which are criminally underplayed.

Hope this helps some! Thanks for shouting out to me!

Truvio56 on $5 Selesnya Tokens

2 weeks ago

Would Sandwurm Convergence fit into this somehow? Provided the extra funds of course

Mcspacky on Bant Enchantments

2 weeks ago

Personal fan of enchantments. All of my EDH decks have some form of combo in them, so if you are looking for one in your colors, check out Dovescape. When you have Dovescape + Sandwurm Convergence out, it counters all spells and fills the board with birds that can't attack you. Having 5/5s every turn isnt too bad either. Good luck and happy brewing!

multimedia on An Enchanting Mask Party

3 weeks ago

Hey, nice budget version of Estrid.

I see Siona, Captain of the Pyleas. A way to win with her is Shielded by Faith. This makes an infinite combo of creating 1/1 Soldiers. Emergence Zone is helpful with this combo because then you can do it at instant speed and attack with the Soldiers on your turn to win. Open the Armory and Heliod's Pilgrim are budget tutors to get an aura. More tutors to get auras are helpful with land auras.

I see Stasis. Could expand on the pillowfort strategy of making your opponents permanents ETB tapped with Blind Obedience, Kismet, Frozen AEther. Further protect yourself with Ghostly Prison and Sphere of Safety. Wilderness Reclamation is helpful with Stasis.

Once you have a established a pillowfort then cards such as Approach of the Second Sun or Sandwurm Convergence can be win conditions. Kiora, Behemoth Beckoner is good with Convergence and Sigil of the Empty Throne. Kiora helps to make ramp to cast them and then each time a 5/5 Wurm or 4/4 Angel is created you draw.

With all the mana that Estrid can make with enchanted lands then the budget Finales, Finale of Glory and Finale of Revelation are options. Finales are good with Emergence Zone especially Glory since then you can attack with an army on your turn.


The manabase here is not ideal for three colors since there's a lot of basic lands. I realize this is because of such a low budget, but when playing three or more colors you really want to allocate more of the budget for dual lands to make it easier to cast cards. Green is the most important color because of the land auras, mana dorks and Enchantresses. Most of the land auras can make white and blue mana which is very helpful and allows for more green.

Budget lands to consider adding:

The bounce lands may not seem good, but if they're enchanted then you can untap them with Estrid which can make a lot of mana and make up for the fact they ETB tapped. Consider more low CMC land auras? Even if the aura doesn't create ramp when you tap the enchanted land it's still enchanted so Estrid can untap it that makes it worth adding. Other land auras to consider adding:

Good luck with your deck.

BLOODGUILT on Rhys's The redeemed

3 weeks ago

Competitive as possible with no infinite combos isn't competitive.... Now, that i have that off my chest, i have several ideas to add power to this deck. Bishop of Wings + Divine Visitation = lots of life and angels. Fiend Hunter+Angel of Glory's Rise= protection from most board wipes. Fiend Hunter + Sun Titan = infinite sac for altars like Ashnod's Altar or Altar of Dementia. Birthing Pod + your deck = tutor for any creature. Karmic Guide + Reveillark = infinite reanimation plus one extra creature, i recommend Eternal Witness. Skullwinder is another copy of Eternal Witness but adds politics. Field of the Dead just for the free token it produces. Giant Adephage and Polyraptor, you'll have to find clever ways of triggering them but once you do enjoy. Other than that Mox Amber, Teferi's Protection, Finale of Glory, Kodama's Reach, Finale of Devastation, Smothering Tithe, Resplendent Angel, Crested Sunmare, Zendikar's Roil, Awakening Zone, Sandwurm Convergence. To be more competitive it's all about curve and interaction. The only spells you want to be more than 3cmc are spells you plan to win with. everything else should push you towards the win condition you pick. cEDH decks tend to be a combo, lots of fast mana, every tutor in the colors, and 23-30 cards of 'stop my opponents.' If i had to pick one route though i like running Bishop of Wings, Protean Hulk, Divine Visitation and maybe Reap. Reap is only if your play group loves black. but basically get Protean Hulk kill it. search for Bishop of Wings and Academy Rector. kill Academy Rector to fetch Divine Visitation then start gaining life and making angels. i would include the Fiend Hunter + Angel of Glory's Rise trick in it and grab a few more humans that interact well or do powerful things. This can go infinite if you have a sac outlet but it isn't complicated to explain, uses four cards to start in most cases, and will end a game when you do it. The earliest you could do it from what i can tell is turn 5 but it's more likely your games will end between turn 10-15 which should keep your play group happy.

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