|Commander / EDH||Legal|
Printings View all
|Guilds of Ravnica (GRN)||Common|
|Magic 2015 (M15)||Common|
|Ravnica: City of Guilds (RAV)||Common|
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Creature — Wurm
Convoke (Each creature you tap while playing this spell reduces its cost by or by one mana of that creature's color.)
Trample (If this creature would assign enough damage to its blockers to destroy them, you may have it assign the rest of its damage to defending player or planeswalker.)
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Siege Wurm Discussion
16 hours ago
These are some of the cards I'm going to take out soon for cards that synergize better with my token strategy. Also I'm taking out some of the mana rocks in favor of more lands. End Hostilities, Obelisk of Naya, Mirrorpool, Healer's Hawk, Wakening Sun's Avatar, Stone Quarry, Seer's Lantern, Hedron Crawler, Gruul Guildgate, Fleetfeather Sandals, Slice in Twain, Siege Wurm, Gruul Signet, Boros Guildgate.
1 month ago
1 year ago
you have 58 cards and 5 Scatter the Seeds so the deck is currently illegal. that needs to be fixed first.
ill go down the list for your cards
starting with creatures
Elvish Mystic: this card is good at ramping you to high cost cards, however the only cards you have that are high cost, already have convoke so this card basically is a 1 mana 1/1 with no effect.
Midnight Guard: i mean unless your abusing it's untap effect such as attempting to cast multiple convoke spells a turn, this card is pretty underwhelming. I don't think you will be casting multiple convoke spells per turn due to the fact that they are all so expensive.
Nest Invader: 2 mana 2/2 for 2 is considered a sort of standard/base. this card is that with a free 0/1 which can be sacced for mana. this is pretty good. One thing i will note is that you cannot tap the token for convoke and sac it for mana for a convoke spell. However that's not the end of the world.
Seraph of the Masses: this card is a hopefully going to be a big angel that you can get out relatively cheap. if you have 5 tokens and 5 mana this thing can come down as a 6/6 flyer by tapping 2 guys. that not a terrible deal. however i think it would be more effective to make all of your tokens bigger threats with cards like Intangible Virtue. 5 2/2s can be much scarier than a 6/6. one reason for this is because there are lots of options for cheap removal. Terminate, Path to Exile, Doom Blade etc. are all methods of getting rid of your 6/6 that are cheap and often played. these do not work as well when you have multiple threats.
Siege Wurm: See above.
Sunblade Elf: At first I did not like the card but i'm starting to like it more and more as I look at the rest of your list. I think this card is fine for now since its a 2 mana 2/2 most of early game and it can pump the team late game which is great since you will likely have a lot of tokens.
on to instants
Might of the Masses: this card is itself a good card for this deck but pump spells in general tend to be weaker than you'd expect. That's because of instant speed removal. people can cast Lightning Bolt in response to the spell to kill the creature you are targeting which means you will be getting 2 for 1'd as you lost a creature and a spell to their 1 spell. now that's not to say that this card is bad. I just wanted to make you aware that it's power is a bit more fragile than you might first expect. it is stronger in my opinion than Seraph of the Masses since it is so much cheaper and demands an answer from your opponent immediately instead of seraph which waits around for a turn before attacking and usually requires you to tap several of your creatures.
Scatter the Seeds: yeah you want 5 in your deck. sadly you cannot play 5 in your deck. its a token maker card that can put down more tokens to replace the ones you tapped. so you really don't even care if you had to tap 3 creatures to play this.
Sprout Swarm: this card is very powerful even if it seems week. you can pay for the "Buyback" cost with convoke. it's also an instant so you can do it at the end of your opponent's turn. so if you have a bit of mana and a few tokens, its not unreasonable to make 2 tokens at the end of your opponents turn for essentially free, then do it again every turn. for that reason i think you should have 4 of these.
lets do sorceries next
Launch the Fleet: this card is good and bad. its good because it can allow you to make several tokens at a 1 to 1 ratio which is pretty good. however this card has some downsides. its limited not only by the number of creatures you control but the number of creatures you are willing to attack with. you will often times want to hold back your stuff until you have enough tokens to get around most of their defenders or perhaps they have a few strong attackers on their side and you really want to have some defends held back. so this card won't always let you make any tokens regardless of how much mana you have. so this card is fickle and a bit unpredictable which is bad in a card. tl:dr its complicated and im not certain if you want it or not.
Nissa's Expedition: this card is good to help you get some mana out, however to pay for it you either need mana (and if you need to cast this we can assume you don't have that) or you need tokens, however if you need to cast this you probably don't have that many tokens, therefore you may need to tap all of your defender in order to cast this which leaves you wide open without giving you that great of a pay off.
Overwhelm: this card seems like a dream come true. a card that pumps all of you little guys and can be cast for cheaper with all your little guys. seems like the perfect combination right? the problem is that at 7 mana you NEED to tap several dudes to cast this, and for each token you tap to pay for this, that makes the spell that much worse since it's power comes from the number of attacking creatures you have. this card is a trap in my opinion.
Sigil of the Nayan Gods: this is basically Might of the Masses but sticks around longer. the problem is that this card is not an instant. masses could be cast after blockers were declared and you would be threatening to deal massive damage if your opponent didn't do something right then and there. this card has to be put on a creature before combat. now they just make sure to block it. it also suffers the same problem that masses did. your opponent can play a simple kill spell and all your set up is wasted. cycling is a nice addition but does not make up for the fragility of the card.
Spirit Bonds: this card sadly does not trigger when a token comes in, which means that it's useless for half the cards you play. you also have to pay mana to get more tokens. which means you have to pay a total of 4 mana for 2 tokens which is a lot worse than just playing Raise the Alarm.
Hornet Queen: too expensive for what it does.
1 year ago
Just wanted to clarify something i said earlier. I'd look for around 36-38 lands total. This would include the nonbasics you have already. The amount of basics varies from deck to deck with 5 color decks only having a handful where 1-2 color decks tend to have more
You'll still need to make other cuts too but here are some that come to mind.
Attended Knight: you have a lot of ways to make tokens already, this is one of the weaker ones so i'd start here.
Centaur Healer yes it gains a bit of life but it's still only a 3 mana 3/3 with no abilities once in play.
Emmara Tandris if this said it made them indestructable insead then maybe but as it is for 7 mana i'd want more than this
Ephemeral Shields cute combat trick don't get me wrong but i think you can do without it
Divine Favor is too inefficient
Pheres-Band Warchief with only 7ish other ways to get centaurs out it's a bit questionable
Siege Wurm: not a bad card by any stretch especially if you can get it down quickly but it is a bit outclassed by some of the other creatures already in the deck
Trostani's Judgment yes it populates but it's slow and expensive
Rootborn Defenses I know a lot of people that like this card but personally i'm not a huge fan. When it's good, it's great but otherwise do you really want to hold up 3 mana for the rest of the game just in case you need to cast it? I suppose you might be doing that anyways with your commander but the point is that it's a bit more situational than i would like.
Selesnya Guildmage It's a mana dump late game but that's about it. not very efficient.
Selesnya Evangel: too slow
Kazandu Tuskcaller. Can be great if your opponents let it live but having only 1 toughness and the need to invest 6 mana into it before it has any ability is a bit awkward. Most times i've played with it people let you spend your turn leveling it up and then kill it before you get much in the way of tokens.
As i said you'll still have plenty of cuts but these are the one's i'd start with.
2 years ago
Might want to consider something to replace Siege Wurm with since all the creatures you would want to be tapping with already tap for mana. Maybe could put in a Walker of the Grove instead so if even if they bounce or kill it you get a 4/4 still.
Also Spidersilk Armor could be better in your sideboard than Snare the Skies
And Priest of Titania is more likely to give you more than one mana than a Voyaging Satyr if you put in 4 since then you would have 7 more Elves in your deck when you would have one Priest out rather than having the 4 Wild Growths in your deck
2 years ago
Secure the Wastes Snake Basket I know they aren't saprolings, but I can already tell this deck runs slow (no offense). You may also want to consider Siege Wurm as it is good for fending off mid to large creatures and can deal damage if needed.
2 years ago
I really REALLY like the idea. Extremely glass cannon based, and you don't have anyway to truly last late game. I would actually suggest putting in 4 creatures that you'd want to put out. Maybe have 4 Griselbrands and Iona, Shield of Emeria put into the sideboard. Serra Avatar isn't something I'm particularly fond of. I'd actually suggest putting in a blue package. Blue allows you Serum Visions to help you filter your draw, as well as possibly Telling Time and Sleight of Hand. These will help you set up your next draws. You could possibly add counters, but I don't know if taking the cards out for them would be beneficial. With adding blue, you simply would need to fix your land base to adjust. You might be taking a lot of damage, but if Griselbrand is the main creature to get you, you'll gain the life back. You could possibly add in mana dorks like Birds of Paradise and/or Noble Hierarch to add green cards for Allosaurus Rider and/or mana to help cast everything a turn faster.
Also their are other 7CMC creatures that may be a little easier to bring out, or at least less of a glass cannon. Siege Wurm or Quicksilver Behemoth, and Gurmag Angler are other creatures you could build a deck around to get them out a little safer or consistently. Grixis Control could get Gurmag Angler out by turn two, which could mean Eldritch Evolution by turn three.
Obviously these suggestions simply make the deck a little more consistent, but not anywhere near how fast you're trying to make it. How consistent is the version you have now? I don't know if you like, would care for, any of the suggestions I brought. But interesting idea for a deck.
2 years ago
van5891 You are correct Impact Tremors is definitely one of the most important cards in the deck, that said each card plays its part. I really should do a card by card analyses so I can explain my choices better and how I think they work to make the deck.
As for Beetleback Chief I like it but it doesn't have convoke. I can't cast it on turn 2 or 3 like I can with Siege Wurm or Kavu Primarch etc. Again though I could try subbing out Druid's Deliverance for the chief as they're not always relevant in some match ups.