Sandwurm Convergence

Legality

Format Legality
Pre-release Legal
Tiny Leaders Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Arena Legal
Standard Legal
Leviathan Legal
Legacy Legal
Brawl Legal
Frontier Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker 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.

Sandwurm Convergence Discussion

DrukenReaps on SuperThantis

3 days ago

TypicalTimmy well Thantis grows rather quickly and will knock people out of the game in just 1 or 2 swings if I'm attacked that often. There are also several board wipes that don't touch planeswalkers and cards like Sandwurm Convergence , Kazuul, Tyrant of the Cliffs , and Crawlspace . Honestly the deck is more about fun and progressing the game rather than sitting pretty like so many people do game after game after game... Every attack at a walker instead of my life total is a win as far as I'm concerned too.

DerektheRed on Harvest of Indestruction

1 week ago

May be a matter of perception or comfort level, but I think your early stage ramp is fine without those cards. You're likely to hit turn-four Karametra pretty consistently, and she's ramp on a stick (and hard to remove). Personally, I'd be more concerned about not hitting your fatties / token generators turns 5-8. (speaking of which, highly recommend making room for Eladamri's Call )

As for a high CMC card to cut, I'd prob go with Sandwurm Convergence ; it's a fun card, but it's a little win-more and your slowest token generator by far.

Last thought - acknowledging it would mean a lot of changes - did you consider the white mass token sorceries? Nomads' Assembly is a potential 2-turn win-con with Epic Struggle, and Martial Coup doubles as a board wipe. Just a thought.

NoNeedToBragoBoutIt on Hazezon Muad'dib: Dune-Inspired EDH

2 weeks ago

Good lord, i didn't know this decklist exists until you commented on one of mine... now i want it!

For one, i always loved Hazezon Tamar but did shy away when he was 40€... now that he's beyond 100€ i wish i had pulled the trigger on that.

On the other hand i loved Dune when i was younger and this is just the kind of theme deck i'd actually play (i'm usually a tech oriented player).

I gotta say, i'm missing Pithing Needle , though. It would fit so well and is a great card! Another - a lot more casual - card i'd love to see would be Sandwurm Convergence , duh.

rangers2011 on Green and White Knights

3 weeks ago

I would add Collective Unconscious it is like Camaraderie but slightly worse. I would also add Wayfaring Temple it copies your knights and is big. I don’t see too much Knight specific synergy so I would recommend Divine Visitation and Sandwurm Convergence these make bigger tokens and help against fliers. I hope this helps and I have a green white deck so I you have specific questions I can try to answer them.

rangers2011 on Emmara's Army

3 weeks ago

I also have an Emmara deck, but mine is a bit less focused and on a budget. Despite this I can recommend adding Conclave Tribunal this shuts down any permanent an opponent has even if only for a limited amount of time. I would also recommend Divine Visitation (if you add this you might want to cut Crackdown ), while having 1/1 lifelink is good, 4/4 vigilance ensures you can pressure and keep blockers. On the note of tokens I recommend Doubling Season , while I don't run it because of my budget, it helps to dissuade opponents attacking you. I also recommend Mirari's Wake to double mana for a huge March of the Multitudes you can also dump excess mana by adding a Staff of Domination , or for more budget friendly Sword of the Paruns , to create more Emmara tokens. For more defense i recommend Sandwurm Convergence this shutsdown fliers and gives you a big blocker on the ground every turn. Also to maximize Emmara's ability I run a Wirewood Lodge . For end game I suggest Wayfaring Temple it builds off of the tokens and creates more, also [Shanna, Sisay's Legacy]. to make your creatures bigger and to tap Emmara I run Dragon Throne of Tarkir . Twilight Drover doubles tokens. Hour of Reckoning kills everything but tokens. Darksteel Mutation to remove problematic creatures (works really well to shut down commanders). Beastmaster Ascension and Overrun ends games. Shalai, Voice of Plenty prevents targeting. Nature's Chosen to tap and untap Emmara. I hope this helps give you more ideas and I wish you the best of luck finishing your deck :D

SynergyBuild on Yeva WIP v1.3

1 month ago

These upgrades aren't huge, cards I'd drop are the following:

Ambush Viper , Lay of the Land , Boundless Realms , Tower Defense , Mortal's Resolve , Fog , Burst of Strength , Panharmonicon , Lure , Verdant Haven , Sandwurm Convergence , Shapers' Sanctuary , Shapers' Sanctuary , Greenseeker , Kalonian Tusker , Oak Street Innkeeper , Duskdale Wurm , Elvish Aberration , Borderland Ranger , Civic Wayfinder , and Centaur's Herald .

These 21 cards don't do enough to warrant inclusion overall, and you can ask me about any specific drops, but I'd not run them. I would argue to run at least 3-5 more Forests (4 for now will be my estimate leaving 17 cards left to work with) and to run the following:

Yisan, the Wanderer Bard , End-Raze Forerunners , Karametra's Acolyte , Terastodon , Reclamation Sage , Primordial Sage , Wolfbriar Elemental , Ulvenwald Tracker , Rampaging Baloths , Regal Force , Temur Sabertooth , Fierce Empath , Harmonize , Rampant Growth , Primal Command , Lignify , and Beast Within

These should all round out the deck! Many are creatures that can be flashed in with big effect, like Yisan, the Wanderer Bard / End-Raze Forerunners / Rampaging Baloths / Regal Force , etc. or are card draw/removal to keep you in the game when an opponent 'goes off'. Often if green gets board wiped they hurt, and while Heroic Intervention helps out, Temur Sabertooth too, sometimes just rebuilding is the answer. Think of the value of in response to a Wrath of God you flash in a Regal Force , draw 7 cards, then on your next turn empty your hand of new creatures to win with!

I chose relatively cheap cards for this list, hoping you don't have to spend to much!

SharpRaptor on Rhys Tokens

1 month ago

Hey :)

Ok I'm gonna start with recommended cuts to look at and then we'll move on to what possible additions could be looked at, and why.

Cut Recommentations

Creatures

Angel of Jubilation - This is a maybe cut. Its a good anthem effect and its anti-sac effect can be very useful. However due to being a token deck, we might want to be sacrificing our tokens to do things. So we'll evavluate this again later.

Ant Queen - Another maybe cut. Its a fine token creator, we might just be able to find something thats more efficient. But with some of the other things we'll be doing this might be worth keeping.

Geist-Honored Monk - The one off effect of creating 2 spirits probably isn't worth the slot here. We can find cheaper creatures that have the power and toughness equal to the number of creatures you control if we like that bit.

Jade Mage - Same argument as the Ant Queen really. Though this one doesn't even have a good body to back it up and three mana to make a 1/1 might not be good enough.

Kazandu Tuskcaller - It takes 6 mana to get this guy to the point where he makes 1 3/3 every turn. I think we can do a lot better than this. Its just soooo slow.

Selesnya Guildmage - This one is another maybe. The 4 mana for a 1/1 is rather underwhelming. But the anthem effect is ok.

Thelonite Hermit - Its a lot of mana to get anything out of this guy. It will cost you 8 to get the tokens which seems like a lot even if it is split over multiple turns.

Tukatongue Thallid - As much as we love this guy, the one off effect probably isn't worth his slot. We could do with a couple of other things at 1 mana.

Worldspine Wurm - I love this guy too, but its a lot of mana and he only makes the tokens on death. Seen as we want the tokens sooner rather than later so we can duplicate them with Rhys etc, we might want something that makes the 5/5s quicker. But we could keep this guy for the big guy turn sideways plan.

Enchantments

Cathars' Crusade - I despise keeping track of the board state that this thing creates. Though the effect is actually really powerful and should be in. I put it in the same boat as Coat of Arms. The "Oh Good God, you're on your own just tell me how much your attacking for" boat.

Growing Ranks - I'm never exactly a fan of cards which only trigger in your upkeep like this as they can feel so slow when you play them on your turn, then 3 other peoples turns go by, then you get your first activation. Especially when it only copies one guy.

Leyline of Vitality - While all the effects on this card are fine. I think we could just do better than this. The toughness buff is unlikely to save our creatures from a wrath effect, and the life effect we can find for cheaper. The chance of triggering the Leyline start in play is so low in EDH its probably worth discounting.

Sigil of the Empty Throne - We'll keep an eye on this one. Good card if we have enough Enchantments to reliably trigger it. But bad if we don't. So we'll check out count afterwards.

Verdant Embrace - I think this is expensive, but the effect could be great to stick on something and let it go. This one is more of a maybe.

Sorceries

Devout Invocation - I've always wanted to love this card. But if you have enough creatures to make this a viable card, then you should have enough creatures to be winning anyway without spending 7 mana and a card to make your board into overkill.

Storm Herd - Very expensive card. In fact is the 2nd most expensive card in the deck behind Worldspine Wurm. The effect is cool, but we need to see if its worth the mana.

Artifacts

Moonsilver Spear - another card I've always wanted to like, but rather slow. If it put the Angel into play attacking then It would be a different story, but it doesn't. This one might be ok to keep, but i'd put it on the short list of things to cut.

Sarpadian Empires, Vol. VII - Erm, i don't think i need to explain really why 6 mana for a 1/1 and a further 3 for another 1/1 each turn is bad.

General Ideas For Improvement

More Interaction

First thing i can say on this one is that the deck has no ways really of stopping your opponent from doing anything they want to you while you are trying to execute your game plan. Something that is going to happen is that you are going to get all your creatures destroyed. Its the nature of commander. You're also going to get comboed out with some creatures or you're going to have an artifact or creature that completely shuts down what you're trying to do. So you need some more things that will interact with that.

More Card Draw

You have a lot of good threats and synergies. But you're going to run out of gas in hand if you don't have something to refill after you've put everything into play. Especially if we get got by a wrath we couldn't stop. So we want a few things that will keep us ticking over when we have a board state. And a few things that might help us get back into it if we get blown out.

Ramp

We have a few ramp spells in here, but not a lot. We could do with some more if we wwant to be able to reliably get up to 6 mana to start Rhys'ing as soon as possible.

New Cards

Obviously, there has been some new cards printed since this was updated last so we can get them too :)

Card Recommendations

Interaction

Path to Exile Swords to Plowshares - Sometimes you just need that creature gone. An apposing Platinum Angel or Elesh Norn, Grand Cenobite can ruin our day so we will want it gone.

Sundering Growth - In the same way that some creatures ruin us. Some enchantments and artifacts do to. This is the best way to get rid of them for our deck. But some other Naturalize type effects are not a bad idea. Possibly in the form of creatures like Reclamation Sage or instants like Krosan Grip or Beast Within . Aura Mutation Is a specific enchantment removal that makes us guys which might be worth considering

Rootborn Defenses - The Anti Wrath cards. This one is our best option for our deck, and is the cheapest money wise. Dauntless Escort is good too. Then Heroic Intervention is more expensive moneywise and so is Selfless Spirit .

Card Draw

Mentor of the Meek - With the amount of small tokens we will be making, this guy is great.

Huatli, Radiant Champion - Her ultimate does not say 'Non-token'

Camaraderie - This one requires a board presence but can be well worth it

Shamanic Revelation - This one requires a board presence too. But a lot of green card draw does.

Harmonize - Straight up draw 3. Never bad.

Ramp

The standard suit of the rampent growth effects will probably do you fine here. Rampant Growth Nature's Lore Farseek Kodama's Reach . Harvest Season might be good for you?

New Cards

The New fun things!

Anointed Procession - Another Parallel Lives, but in white

Divine Visitation - Just read it.... its a bit good

Growing Rites of Itlimoc  Flip - A cantrip that turns into another Gaea's Cradle

Cryptolith Rite - Lets all of our guys tap for mana

March of the Multitudes - Instant speed make a lot of guys. Very good with our Gaea's Cradle effects.

Second Harvest - Instand speed 4 mana Rhys activation for double everything.

Shalai, Voice of Plenty - Gives your other things Hexproof and can be used to pump the team with any spare mana you have.

Oviya Pashiri, Sage Lifecrafter - Like another Rhys. Except she makes big things. Do note that for some reason WOTC made her make fixed size guys so they are equal to the number of creatures you have WHEN YOU MAKE IT. I played this wrong for a few rounds in the prerelease.

Shanna, Sisay's Legacy - Hexproof lass with P/T equal to the number of creatures you control for 2 mana.

Throne of the God-Pharaoh - A good way to kill everyone at once without attacking.

Song of Freyalise - Lets our guys tap for mana for a few turns before then buffing them for a turn.

Sandwurm Convergence - Good protection and starts making 5/5 Wurms.

Other Recommendations

Thousand-Year Elixir - This is great for us as it effectively gives Rhys haste and can let you activate him twice in a turn.

Illusionist's Bracers - Doubles all of Rhys's Activations

Triumph of the Hordes - Kill everyone without them expecting it?

LeeRoy_Jenkiins on Elemental Echoes

2 months ago

Is there any specific area that you are looking for help in? Also do you want to go big with big creatures or wide with tokens while buffing them with +1/+1 counters?

I would advise Sandwurm Convergence since it provides some protection and makes 5/5 tokens. Biogenic Ooze can create tokens and puts +1/+1 counters on all ooze at end of turn.

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Sandwurm Convergence occurrence in decks from the last year

Commander / EDH:

All decks: 0.03%

Green: 0.19%