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.

Browse Alters View at Gatherer

Trade

Have (1) metalmagic
Want (2) bi9jed , Conderon

Printings View all

Set Rarity
Amonkhet (AKH) Rare

Combos Browse all

Tokens

Legality

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

Sandwurm Convergence occurrence in decks from the last year

Latest Decks as Commander

Sandwurm Convergence Discussion

Jack-Frost on Thantis, the Warweaver

3 weeks ago

PlatinumShadow It's a matter of spacing and priorities. Dragon Broodmother is a good card but it's just not good enough. Compared to the other options it just doesn't compare. Dragonlair Spider is similar. While they are good cards, i've found that the little tokens don't actually get any value and there are better cards to put into those slots. Giant Adephage is another great card, but I just don't have anything i'd want to cut from the deck for it.

Sandwurm Convergence honestly isn't as good as it seems. It looks like a fantastic card but i've found that it just draws a lot of hate and doesn't get the value I would hope for. It's takes up an entire turn to cast and very rarely does it last more than a round, if at all.

Regarding Rhythm of the Wild, I purposely didn't add any haste cards in the deck. Since Thantis already forces you to attack each turn, you often end up with few blockers. This gives me the time and options so I won't be forced to attack with creatures I don't want to. I very rarely want to attack immediately with Thantis. He just wants to exist and keep everyone at each others throats, killing their threatening cards and their weak guys they want to protect, while he keeps the life totals balanced and then swoops in for the kill. I just don't really want the haste and if I'm just using it for the +1/+1 counters it's just not worth it to me.

I hope you enjoy the deck and your games go well!

MapPsycho on Overwhelming Awe

3 weeks ago

Sees Spawning Grounds and Sandwurm Convergence

finger breaks phone screen smashing upvote button

In all seriousness, I really like what you've put together here! +1

plakjekaas on What is your favorite card …

1 month ago

Authority of the Consuls is a very innocuous-looking 1drop that ends up gaining me at least 20 life and ruins all surprise blocking my opponents would be trying.

Aven Mindcensor is always the most Gotcha!-card in a game. People search their libraries so much in this format, it's never just a flying ambush viper.

Zendikar Resurgent, Mirari's Wake, Extraplanar Lens, Gauntlet of Power, Caged Sun and Nyxbloom Ancient really give me the feeling that I'm playing commander. spending 20 mana each turn is the epitome of edh, at least in my experience. Combined with Beast Whisperer and The Great Henge, I just keep spewing my hand in play, and next turn I get to do it again, because my playgroup doesn't like players attacking with creatures, there's so many boardwipes all the time. Therefore, free token generators like Thopter Spy Network, Shark Typhoon and Sandwurm Convergence are also favourites.

Mirenheart on And The Wurms Ate Into His Brain (Atla)

3 months ago

Oops, forgot my second suggestion. After it comes out next month, if it doesnt end up being $20+ after a few weeks to a month, Luminous Broodmoth could be a good replacement for Sandwurm Convergence. Whenever a wurm dies to something, such as your own board wipe, it gains flying semi permanently, thus helping some with the flying issue, and providing cheap grave recursion.

Socc5614 on Tuvasa enchantress figuring it out

3 months ago

Thanks for all the feedback Boomcat12B! I removed Sandwurm Convergence and replaced it with Winds of Rath as I agree I needed at least another board wipe.

The reason I like Oblivion Ring, Banishing Light and Cast Out is I stay on theme, usually trigger a draw, and if I target a commander then usually my opponents will send to command Zone so it served its purpose like an instant removal. Also, if these enchantment removals get destroyed I still can reuse them with cards like Sun Titan, Dance of the Manse, and Open the Vaults. Whereas I don’t have anyway to bring back instants from graveyard.

I noticed your little nicky deck only had 36 lands. I recently dropped from 39 to 38. Do you think this is about right for me?

Do you think I should keep Mystic Remora? I think I already have a decent amount of card draw and am thinking of swapping it for more ramp.

Boomcat12B on Tuvasa enchantress figuring it out

3 months ago

You have a pretty good base already. A couple of things I notice-

One is your lack of removal. I would suggest 3-5 board wipes (Depending on your meta and how many creatures are played. My meta is high power, combo heavy so I only run 2-3 wipes in most of my decks, but if you play in a creature heavy meta I would suggest running 5)Austere Command, Day of Judgment, and Settle the Wreckage are all good ones, but there are plenty of others out there in white. If you ever get a Cyclonic Rift it is one of the best ones out there. Next I would suggest adding some more single target removal. Around 5-6 single target removal pieces is a good place to be. Beast Within, Krosan Grip, Disenchant, an Return to Dust are all great options. While the enchantment route is not a bad way to go for removal and provides good synergy with your commander, most of them are easily removed, and when they leave the battlefield whatever was exiled comes back. With that said I have found effects like Imprisoned in the Moon and Frogify work well to shut down troublesome creatures/ permanents and usually stick around for awhile for some reason. EDH is a very interactive game and being able to remove threats, or stop someone from going off is pretty big and when you face stronger decks the instant speed removal will be much more valuable than using enchantments to remove threats.

Next I would suggest pumping your ramp up a bit. Looks like you are running around 4 or so ramp pieces, so maybe add about 3-4 more pieces. Kodama's Reach, Cultivate, Dawn's Reflection and Fertile Ground are all good calls. Adding more ramp will improve the consistency of the deck and help speed it up as well as make sure you have your colors. Consistency and speed are big factors in making a deck stronger as well as just making sure you enjoy the deck because it does not shit out on you as often (Being mana screwed/flooded or not getting your colors. This will happen sometimes no matter what you do, just the nature of the game but you want to try to do as much as possible to smooth things out to have it happen as little as possible)

Finally just a few cards I would suggest removing since they add little to the synergy of the deck and or the cmc is just a bit to high for what the card does and what the deck wants.

Thorn Mammoth- It has a high CMC, double green cost and the state based effect is not enough to justify taking up a slot.

Ephara, God of the Polis- High CMC, requirements to get it online, and the card draw aspect is just redundancy the deck does not really need.

Banishing Light- Not a bad card but I would switch out for instant speed removal

Cast Out- same as Banishing

Oblivion Ring- Same as above

Sandwurm Convergence- High CMC, and just does not add enough value to justify a slot. Sure it is an enchantment but for it's cost and what it provides it is really a win more card.

Last few thoughts. Do your best to keep your curve low to help speed the deck up, when you can replace the lands that come on tapped. This helps speed and consistency and honestly the longer you play (And the stronger power levels you get to if you choose to do so) you will learn to say fuck tap lands. I have 9 decks running from super weak to CEDH (I like to be able to play at any power level when I sit down at a table if I am not playing with my main playgroup) and the only tapped lands I run in any of them are lands that provide a huge upside to coming in tapped Mosswort Bridge and Path of Ancestry for example, otherwise tapped lands just slow your deck down and there are better options. Pain lands and check lands are great cheapish alternatives, then of course there are the fetches and shocks and duals and the like but they are not cheap sadly.

Overall your deck is fairly solid and looks good. A few tweaks and changes and it will be even stronger. Here is my Tuvasa list - Little Nicky it is a very strong deck and has been highly optimized to play in high power meta. I run multiple combos, but usually I just load up Tuvasa with a few auras and swing her out. It gets rather dumb quick and I only run a small handful of combat auras, everything else is synergy, protection, and degenerate shit. Feel free to take a look and pull some ideas. Also feel free to let me know if you have any questions on anything I have suggested, or my deck, or just deck building in general. Always happy to help newer players since commander can get complicated and confusing stupid quick. LOL

Frewsax on High Risk, Higher Reward

4 months ago

So I have few suggestions while staying on your budget theme and the high risk idea.

The most expensive of my three recommendations is a $20 card called Concordant Crossroads. This card is exactly that, high risk high rewards as all of your creatures start doing things right away and will potentially throw that hasty Ghalta boy into the fray much sooner.

If you find things problematic in the form of your creatures always being killed running something like Fecundity might be fun! It gives you another risky form of card draw as it potentially gives your opponents that option too.

I think one of my favorite green cards sitting at $2 dollars might be just right for you! Recycle offers lots of benefits at the cost of going down to two cards every turn. Every card you play, including lands, draws you a card. Suddenly cards like Elvish Piper with a Seedborn Muse quite fun.

I would not cut the Taunting Elf like you previously mentioned. With the amount of damage you commander does that would be crazy!

Since you mentioned your meta is "swarming" with flyers, why don't you try replacing a single flying removal or wipe with Sandwurm Convergence? This will take care of the problem a little longer unless you experience you are with a play group that has a lot of targeted removal and board wipes for enchantments. Another one is Katabatic Winds. Just a couple ideas for more funny flying hate that can be more permanent.

Maybe if you like to swing a lot, Constant Mists is always a good one to throw into the mix. Also your mention of Wood Elves would be a far better replacement in the deck for Sylvan Awakening. I know those two are not comparable, you might consider changing those two.

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