Sandwurm Convergence

Legality

Format Legality
Pre-release Legal
Tiny Leaders Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Standard Legal
Leviathan Legal
Legacy Legal
Arena [BETA] Legal
Brawl Legal
Frontier Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Amonkhet (AKH) Rare

Combos Browse all

Tokens

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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Recent Decks

Sandwurm Convergence Discussion

theemptyquiver on Atraxa Superfriends 2.0

1 day ago

I mean...if you really wanted to improve it, I think Doubling Season is almost a must-add for these superfriend decks championed by Atraxa. She lets you have green and doubling season is...kind of great. It is also slightly cheaper than it has been for a while because of the reprint it just had.
(It would also greatly improve Sandwurm Convergence, and as you said the card has already been strong on its own. So this is just icing on the cake if you add it in your deck.

Another option in the planeswalker area is Ajani Steadfast. I think he is my favorite of the Ajani versions...mostly because of his ultimate trigger. Plus if you are playing aggressive dragons, than his ultimate emblem would be fairly useful.

seshiro_of_the_orochi on Goreclaw, Banneret of the Wildlife

3 days ago

toastySmorc: thanks for the comment. Your suggestions sound reasonable, I didn't exactly incorporate them though. I cut one druid of the cowl and both lightning greaves to add one wall of roots and two fertile ground. I left in soul of the harvest, bow of nylea and mouth. Soul is great to start establishing a board state with both goreclaw, garruk's horde and mouth. Bow of nylea is great to break crowded boards, and all of the choices of the activated ability are powerful in very different situations.

I just put in two Sandwurm Convergence. Though it isn't cheapened by goreclaw, the wurms get pumped, they trigger soul and the enchantment helps me against flyers.

Gadianten on Coolest Gruul-est Omnath

4 days ago

Well, if you have budget concerns you might like Terrain Generator, Rites of Flourishing, Summer Bloom or Llanowar Scout as additional ways to flood land onto the board.

Without knowing your meta the recommendations I would make for cuts are Illusionist's Bracers (not many worth while activated abilities in your deck), Alpha Authority, Whispersilk Cloak (is spot removal rampant in your meta?), Ooze Garden, Seer's Sundial (you have access to much better draw options really), Turntimber Basilisk, Groundskeeper, Apocalypse Hydra, Traverse the Ulvenwald.

Creatures you play to ramp need to be efficient like Farhaven Elf or even Llanowar Elves instead of say Wild-Field Scarecrow who costs you with no lands in play to show for it or Frontier Guide who costs you before you even get anything out it.

Other creatures you play need to have powerful utility like Terastodon or Bane of Progress or some very good synergy with the commanders strategy like Stalking Vengeance or Garruk's Packleader do. You don't really need removal like Turntimber Basilisk or beaters like Apocalypse Hydra when Boundless Realms would be far more terrifying. Remember, land is not really a dead drop for you as you are likely get a 5/5 elemental token out it so every cut made could be an additional land.

If your looking to increase the creature count look for efficient creatures like Solemn Simulacrum or Pelakka Wurm, but they should be good if they are competing with what could be a land slot.

Some possible interesting cards are Sandwurm Convergence (green moat with beat sticks included) and Hour of Promise (ANY TWO LANDS!), Rogue's Passage (make the lands work for you), Kessig Wolf Run (REALLY powerful.

All recommendations are below the $5 mark to try and keep it more budget friendly, anyways I hope this is helpful, also if you could post some information about your meta it could help people make better recommendations.

theemptyquiver on Wurms CMDR

6 days ago

Saskia should be 'Kevin bacon' and the wurms should all be 'graboids'.

As for an actual observation I am surprised not to see Sandwurm Convergence in this deck!

Also, with access to white (and I don't know your play style at all) but having spot removal at instant speed is sometimes a nice thing. Swords to Plowshares Path to Exile Settle the Wreckage Return to Dust etc. Also in green you would have access to Krosan Grip if you wanted more. Gotta protect your worms!

BMHKain on

1 week ago

cdkime

I still need some stuff cut for this deck:

Nahiri, the Harbinger

Toxic Deluge

Primevals' Glorious Rebirth

Merciless Eviction

Kiora, the Crashing Wave

Coalition Relic

Oath of Ajani

But I will NOT sacrifice:

Rowan Kenrith + Will Kenrith (Rowan can kill alongside Lightmine Field & her Emblem is Bonkers. Will Freezes huge threats & Further cheapens Planeswalker Costs.)

Cryptolith Rite (Tokens as Mana is BIG.)

Lightmine Field (Kills Attackers.)

Apocalypse + Teferi's Protection (A WIN-CON. X'P)

Sandwurm Convergence (Locks Flyers from attacking.)

Eldrazi Monument (Remember, Sliver Queen can make her own Brood.)

Narset Transcendent (She locks down opponents.)

Paradox Engine

Thran Temporal Gateway

Captain Sisay (This combo explodes.)

I hope all understand... Good luck!

multimedia on Competitive Desert Tribal (M19)

1 week ago

Hey, looks fun, but not sure if it's competitive. How does this deck beat red aggro? If you can't beat red aggro in Standard then it's pretty hard to be competitive.

Consider Gift of Paradise? It's been one of the best ramp spells in Standard for quite some time now. The 3 life gain is very much wanted to help in aggro matchups. Paradise into Hour is a play that has been done since the beginning of this year. Being able to play Hour turn four and get two Deserts thus creating two Zombies is a way to stabilize in aggro matchups.

Consider Druid of the Cowl? The 3 toughness is wanted with a mana dork right now it's good to block aggro turn two and ramp other turns. 3 toughness means it doesn't die to ETB Goblin Chainwhirler, Shock or Spray. More early game ramp lets you play Hour more consistently. Consider Pelakka Wurm. It's a stabilizer for ramp.

Consider Temur instead of Sultai? Red for Banefire. It's a great spell to use ramp with because it's a win condition that control has a lot of trouble stopping--Negate can't stop a six or more mana Banefire. Abrade gives you a nice removal spell to slow down aggro in the early game kills Chainwhirler or Heart of Kiran without any fuss. It also gives you a main deck answer to artifact graveyard hate or Scavenger. Sweltering Suns and Hour of Devastation are board wipes that can help you in aggro and midrange matchups. Devastation kills Gods and Planeswalkers.

Consider Chandra, Torch of Defiance? She's ramp, shes draw and she's removal. Everything you want for a Planeswalker here.

Consider this creature base:

  • 4x Druid of the Cowl
  • 3x Excavator
  • 3x Wayward Swordtooth
  • 2x Tatyova
  • 1x Multani
  • 1x Pelakka

Consider this other spells package:

  • 4x Paradise
  • 4x Hour
  • 1x Scapeshift
  • 4x Abrade
  • 2x Sweltering
  • 1x Devastation
  • 1x Banefire
  • 1x Mending

  • 1x Karn
  • 1x Chandra


For the sideboard I recommend Arborback Stomper, Glorybringer, Magma Spray for aggro matchups. Negate, Nissa, Vital Force, more Banefire for control matchups and Vivien for white control matchups. For midrange matchups more Devastation, more Tatyova, Glorybringer, Tyrant, Vivien and Sandwurm Convergence.

Good luck with your deck.


BMHKain on Superfriends Help yet Again...

1 week ago

I only found two cards of note:

  1. Cryptolith Rite: ALL my tokens can be used as mana; combine with Paradox Engine, they untap after casting.

  2. Leyline of the Void: Combine with Lightmine Field means even with Rowan Kenrith (IF APPROVED), they are forced into a death trap. & even with Eldrazi Monument, this means hell. Not sure if this is enough for Sandwurm Convergence though...

cdkime on Superfriends Help yet Again...

1 week ago

Bit busy, so you will have to pardon the abruptness of my answers:

  1. Yes, Sandwurm Convergence would be worse. I do not recall how aggressive your ramp package was off the top of my head, which would be the largest factor in whether it is playable. It still might be worth it to help your tokens in defence - you should playtest the decision at the very least and think about the other decks in your metagame.

  2. I would still be skeptical of Lightmine Field. Since you are going wide, you would really need the support of other cards to make it playable. Without those, it would be a problematic draw.

  3. I do not know enough about this site's behind-the-scenes support. Based on some posts I have seen by administrators, I do not think the competitive metre is a high priority. If it is glitched, it might be a while before it is fixed. It's also possible the metre is not glitched at all and the current alignment Venus with the cards on Mark Rosewater's desk (I am 91% sure this is the method by which the metre calculates the rating) has determined your deck shall be 91% for the time being.

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