Sifter Wurm


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

Printings View all

Set Rarity
Hour of Devastation (HOU) Uncommon

Combos Browse all

Sifter Wurm

Creature — Wurm

When Sifter Wurm enters the battlefield, scry 3, then reveal the top card of your library. You gain life equal to that card's converted mana cost.

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Sifter Wurm Discussion

SynergyBuild on Djinn of Topdecks

3 months ago

Yeah, Sifter Wurm is so powerful it made a whole deck! So glad I can help!

SynergyBuild on Djinn of Topdecks

3 months ago

+1! Love your list a ton!

How about trying out Sifter Wurm?

vomitpile on Temur Sifter Control

3 months ago

I like the idea of The Eldest Reborn as playing a similar role to Smallpox or the like in other formats. Getting a creature back that may have been countered or destroyed earlier is a definite plus as well. Red seems crucial at the moment though for Abrade, Hour of Devastation and Sweltering Suns and the other sidedeck removal since they're the only way I can live through aggro matchups; so in my mind, splashing black seems like a less risky option. I'm getting this exact list tomorrow and will start testing it and maybe black is better though, time will tell.

As far as Sifter Wurm vs Pelakka Wurm, you can potentially gain 10 life off Commit // Memory and 9 from Spring // Mind and the additionally scry pushed it into favor for me. Pelakka Wurm plays better with The Eldest Reborn potentially since it has the extra trigger so I'll test both and see which I like more.

Thanks for the suggestions!

Haak on Temur Sifter Control

3 months ago

I would absolutely swap Pelakka Wurm for Sifter Wurm if you are looking for a direct 7-drop upgrade. The scry is nice, but with Pelakka you get a guaranteed 7 life, which isn't always true of Sifter. You also get a card when it's removed, so you don't fall behind on card advantage.

That being said, I do think you'd benefit from swapping red to black and keep a red splash in there solely for Banefire. You aren't running many creatures overall, so a way to bring them back into play wouldn't hurt (like with The Eldest Reborn). All of your ramp makes splashing for a 4th color very easy, and your Banefire won't be something you typically play in the early turns, so you'll have time to fix before you fire it off.

Makyran on Vaevictis the Dire, Only Permanents

4 months ago

Since you came and helped me out, I will return the favor!

Cards that could be replaced:

Acidic Slime: I personally feel Reclamation Sage just outshines the slime. For 2 more mana, all you're getting is deathtouch and the option of destroying lands, which our commander is already capable of doing himself (if needed).

Nevinyrral's Disk: I personally don't like all that much. This has a lot to do with the fact it comes in tapped, and the fact that I prefer Pernicious Deed. If you don't feel like you need this, it could very easily be replaced!

Warchief Giant: This card I would argue could be replaced. The other two are more impactful when they connect. However I realize he is a personal fav of yours, but it's a possibility ;)

Scavenging Ooze: I don't think you need both this and Deathrite Shaman.

Elixir of Immortality: I personally don't see much use for this. If you want the option of putting stuff back in your library, I would instead put in Haunted Crossroads from your maybeboard (since I assume you're intending to save creatures with it!). Also, the shuffle means you have technically lost access to them anyway, when they rightfully belong on top of our deck!

Expedition Map: I assume you have this in here to fetch Volrath's Stronghold. It otherwise doesn't have that huge of an impact! I would trade it for the bigger Ulvenwald Hydra in your maybeboard!

All artifact ramp over 4 mana: I personally would replace all of them with 2 mana signets and Fellwar Stone. That means you will rarely come into a situation where you can't cast one!

Sifter Wurm: I believe this card could be replaced as well!

Inclusions to maybeboard:

Hua Tuo, Honored Physician: He does the same thing as Haunted Crossroads just on tap.

Viscera Seer: Nice sacc and top deck filter!

Aetherworks Marvel: Since you have a little energy theme going already, this could be another fun inclusion!

Blade of Selves: What's better than myriad creatures? Having myriad on everything!! XD

Mazirek, Kraul Death Priest: I just really like the idea of this card in the deck, with us saccing opponents permanents and our own!

Greater Good: Can potentially draw an absurd ammount of cards, espcially if you include Ulvenwald Hydra.

Price of Glory: If you really hate that everyone else playing at instant/flash speed. We don't really have that many ways to interact with players on their turns anyway! :P

Aggravated Assault and Combat Celebrant: Extra combats, extra upgrades from Vaevictis Asmadi, the Dire. Can also work as a panic button when you pull out a something big for your opponent! :P

Xenagos, God of Revels: Our dragon is now a 2 turn clock!

Hope this helps making the deck even more awesome!

eragon795 on

4 months ago


This is a cool idea, and I'm making a similar deck myself. I don't have a link, sorry, because it's not on TappedOut yet. Also, if I come across as harsh, I apologise for that.

Moving on the the deck (and hopefully helping) the first thing is you should be playing around 26 lands, maybe 27 if you have cycling deserts. Next, although it sounds counter-intuitive, you actually want fewer dual lands. The strength of Hour of Promise is that it can:

  1. get any land and

  2. make zombies if you have enough deserts.

Therefore, you want to play 7-10 deserts. Particularly Ipnu Rivulet, as that becomes one of the main win conditions (along with Banefire in this case).

Next, your deck lacks focus. It has some of the strongest cards in standard, but that doesn't help if they aren't doing anything for your deck. This deck doesn't want cards like Goblin Chainwhirler, Nezahal, Primal Tide, Soul-Scar Mage or Wizard's Lightning, because those are aggressive cards and you're building a ramp deck.

Instead, consider things to help you stabilise against aggro, forr example Sifter Wurm, Pelakka Wurm or Krosan Druid, as well as removal like Abrade, Struggle / Survive or even Consign / Oblivion.

Finally I would reccomend playing Gift of Paradise in some number, possibly over Grow from the Ashes. While Grow can be more explosive, you need padding for your life total again.

Then tweak the numbers a bit.

Hopefully you don't mind this long addition, and I wish you luck in the building process!

greySynapse on wurm land destruction

5 months ago

Adding onto additional swamps giving access to land destruction like Icequake there's also, all of which are Mono-Black Land Destruction pauper staple cards:

Novablast Wurm is super tough to get out onto the battlefield no matter what corners you cut with ramp. I actually suggest trying just Green/Black and not worrying about White so much. I'd also suggest some dual lands to smooth out the mana needed for spells:

Some other Wurms worth considering are:

With the Wurm theme less feels like more. I don't think Greater Sandwurm is particularly mean or scary or overly useful (since you can play a cheap green tutor rather than the 2 mana cycle cost to help thin your deck).

If there's ever a time you feel like splurging, Wurmcoil Engine is hands down my favorite Wurm card and probably one of, if not my favorite Artifact Creature in Magic. Super scary and good at all points of the game.

Hope some of this was useful!

masterofseasons on Hour of Wurms

6 months ago

@Nirb Nezahal, Primal Tide is in the board for going against board wipes. Big 6 drops with no etb, in other words Carnage Tyrant is not what you want vs that and there are already 2 Tyrants in the main. And I think you need to take another look cause there are not any mana dorks in this deck. Having a free draw 2 spell stapled onto a ramp spell in Spring / Mind is much better than gaining 3 life with Gift of Paradise. Not to mention having a having a 9cmc spells to reveal to Sifter Wurm instead of a 3 cmc spell greatly increased the life gain. Having access to the card draw and counter magic that blue brings in from the board is the best way to fight through hard control decks.

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