Sandwurm Convergence

Legality

Format Legality
1v1 Commander Legal
Vintage Legal
Modern Legal
Standard Legal
Legacy Legal
Duel Commander Legal
Casual Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

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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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Sandwurm Convergence Discussion

Stephencliffe on Blue/Green Ramp

3 days ago

I wouldn't really call this a midrange deck, I'd say it's more of a ramp deck with some random counter spells scattered in. Still, if you're looking for cards that would make the deck better, I have a few suggestions. Also, please forgive me if I sound condescending. You said you're new to magic, so I might explain things in more detail than is actually necessary.

A ramp deck, again, what you have, has two main parts. It has spells that get mana more quickly, and it has huge spells to cast with your absurd amount of mana. For the ramp portion of the deck, I would recommend Spring, Hour of Promise and I suppose Weaver of Currents is fine, but Bounty of the Luxa is probably just better. Also, if you go with Hour of Promise, be sure to have a few desserts, the zombies you get will buy you time to ramp even more. Also, if end up having a bunch of creatures that can tap for mana, and I do mean a bunch, maybe Harvest Season can be good. Give it a try, could be good.

Now for the huge spells. I have a friend who made a really strange standard deck using Sandwurm Convergence. I never expected to play against that card, but honestly, I had like no way to beat it once it was in play. If you decide to play a lot of creatures, I would recommend also playing Prowling Serpopard to combat control. A three mana spell countering your 7 mana spell is just bad.

I would 100% take out every instant you have right now. The counterspells and bounce spells serve no real purpose in this deck. It's just awkward to not cast a ramp spell on turn three in the hopes that your opponent casts something good enough to counter. That's not a winning strategy. Instead, focus entirely on ramping, then make your opponent deal with your massive board, not the other way around.

Hope this helps, good luck building your deck. If I think of anything else I'll be sure to let you know.

NickyBolas on Precon League - Selesnya Cats

1 week ago

Week 2 Changes

Cuts:

  • Curse of Bounty - At best this untaps a few mana rocks or my attacker (assuming he doesn't already have vigilance). At worst it untaps dragons for the dragon player.
  • Curse of Vitality - This thing is just awful.
  • Grappling Hook - Doublestrike is pretty strong, but at this price point I'd want it paired with trample. If it could untap a creature and force it to block or simply allow you to fight, it would help racing dragons.
  • Jedit Ojanen of Efrava - Only one other deck runs forests (dragons) and not a whole lot of them. Would be good in the mirror, but there's not a lot of Cat players in our league.
  • Kindred Summons - This deck is 24% creatures. And cats aren't inherently strong without being equipped so this card feels awful every time I cast it.

Adds:

  • Stoneforge Mystic - Gets the add to tutor up Sword of the Animist early game or Argentum Armor late game.
  • Adorned Pouncer - This guy is a beating with Arahbo's eminence ability. Eternalize gives you another late game play and body to equip swords to.
  • Catastrophe - Get ahead on the power curve with equipment and blow up all the lands, giving you a vacuum to knock some players out. Chose this one so that it isn't a dead draw against a resolved Ur Dragon. Also it has cat in the name, and I was sure to pronounce it "CAT-tastrophe"
  • Brimaz, King of Oreskos - A above-curve beater that produces sword-carriers seems great
  • Sandwurm Convergence - Spicy tech against dragons and vampires.

Week 2 Results

Game 1

Sitting down in a 3-man pod against two dragon decks, I was a little anxious about the matchup. Basically I would be in charge of trying to stop two snowballs from rolling down a hill, both of which had no interest in stopping each other, but are instead interested in being the first to reach the bottom and flatten Kittytown. The game was disastrous. Despite a turn 2 Adorned Pouncer, both dragon players had turn 2 ramp plays. One dragon player quickly sprinted ahead with a turn 3 Boneyard Scourge followed by a turn 4 Fist of Suns. Turn 5 saw his The Ur-Dragon come down and a punch-in with the Scourge allowing him to cheat a third dragon into play. Turn 5 and he was sitting on 20+ power flying. I had an Adorned Pouncer equipped with something irrelevant. Then the other dragon player plays Karrthus, Tyrant of Jund and before I knew what happened, I was dead. -1 point for not casting my commander.

In the interim while waiting for the other pods to finish up after our short 10 minute EDH game, we played some matches for fun, during which the Cat deck performed better, but proved to be unable to stop two Dragon decks from going off without the help of anyone else. During those matches I ended up playing all of my basics using a Sword of the Animist and Traverse the Outlands. This would prove to be my downfall in Game 2 due to poor shuffling.

Game 2

Adorned Pouncer and three lands. Snap keep. This cat comes down on turn 2 and swings for 8 on turn 3. Feeling super-medium about my matchup as a dragon player starts ramping and a vampire player starts pumping out those free 1/1 blockers. Then it happens: Fist of Suns on turn 4. Why was that included in this deck!!? Turn 5 sees The Ur-Dragon and a shaky alliance between Cats and Vampires. The vampire player manages a Blade of the Bloodchief equipped Vampire Nighthawk which redirects the "Free Dragon Parade" over Kittytown. The vampire player casts Fell the Mighty in a blow-out of a play. Sitting on a 14/15 Nighthawk, I felt like the situation had stablized, but I miss my third land-drop in a row. Stuck on 4 mana, I am in damage control mode, just hoping to cast my commander before dying to prevent the loss-of-point. The Ur-Dragon (a mere 7 mana now with Fist) swings lethal commander damage at me so I fire off a Crushing Vines in order to live. But the vampire player sees a moment of weakness and an easy kill and finishes me off with a 16/17 Nighthawk.

What a miserable night it was.

Leon9358 on TREMORS - Top 8 FNM

2 weeks ago

i have a similar deck that is rotation proof and uses Sandwurm Convergence. Nissa Ramp Ver1.2

isaelis on Rith, the Budget Sleeper

2 weeks ago

Sandwurm Convergence seems kinda slow

Mana Bloom is SUPER bad.... like take it out now type of bad lol

Maybe add Eidolon of Countless Battles Seems rather strong in this deck and is budget

MRDOOM3 on Trostani commander deck

2 weeks ago

I would definitely consider Garruk, Primal Hunter, Elspeth Tirel, Elspeth, Sun's Champion, and Ajani Goldmane for more token shenanigans. Heck, with my Trostani deck, I reached 5480 life just by repeatedly populating Ajani Avatar tokens (although it didn't do anything about commander damage, and that's why I lost).

Mirari's Wake and Aura Shards are both staples in any G/W EDH deck, although they may be a little on the expensive side.

For another Parallel Lives, you can run Anointed Procession.

You also can consider Angelic Accord, Beastmaster Ascension, Proper Burial, Sandwurm Convergence, Seance, Boon Reflection, Alhammarret's Archive, Rhox Faithmender, Rhys the Redeemed, and a whole bunch of other cards that I run in my Trostani EDH (list is here) that work really well (until I get boardwiped, that is).

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