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.
Printings View all
|Hour of Devastation (HOU)||Uncommon|
Combos Browse all
|Commander / EDH||Legal|
Sifter Wurm Discussion
1 year ago
TypicalTimmy has some wisdom...
You can easily choose to build RG dragons, with descendant's path & some mana dorks - and if you go the Descendants' Path route, then the "shitty dragons" like Slumbering Dragon will be pretty viable for you. (and on the top end you can cheat in all kind of nonsense with your Guild Feud)
However if you want to build around this due to the playstyle (and not as a deckbuilding challenge), then i would encourage you to foresake it.
And play UG instead.
It has pretty much the same effect, and it has redundant copies of the effect in multiple modern legal cards.
Reason / Believe being one - that even has enabler attached to it. Of course there is also Impromptu Raid (extra value with cards like Woodfall Primus), or Call of the Wild if you want to keep the creature.
Both effects are enchantments - hence expecting them to survive is reasonable.
You have support cards like Summoning Trap, See the Unwritten, Sifter Wurm and the like that can be upside in certain situations. And of course you must play the mandatory U(g) scry effects like Serum Visions, Mystic Speculation, Nissa, Steward of Elements...etc.
If you add some mana dorks you have a deck.
1 year ago
I appreciate the card recommendations, Saljen but a single Amulet or a playset of Titans would cost more than the rest of the deck combined. This is an ultra budget deck I made as a Christmas present for my friend, who's a less experienced deck builder. This is by no means the most optimized version, but most budget-friendly, thematic and fun.
I think you underestimate the draw power of Guild Summit though, it draws on it's entrance as well as gates, and multiple can actually get you to deck yourself during long games. Not to mention, Circuitous Route becomes a draw and ramp spell. Cutting Rampant Growth is awkward, as it's the lowest play on curve and provides redundancy with Sakura-Tribe Elder. Similarly Spring / Mind thin out the deck, and when revealed by Sifter Wurm or milled by Combustible Gearhulk, it can swing a game on the dime with it's high CMC. Not to mention, Rubblehulk grows with all lands, not just gates. I will check out Crackling Perimeter as a budget Banefire, it can be a solid anti-control option in this deck. Hopefully I can get my friend a few alongside the new Gate Colossus card when the next set drops.
Anyway, thanks for the feedback!
1 year ago
Yeah, Sifter Wurm is so powerful it made a whole deck! So glad I can help!
1 year ago
+1! Love your list a ton!
How about trying out Sifter Wurm?
1 year 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!
1 year 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.
1 year 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 ;)
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!
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:
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!
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
Xenagos, God of Revels: Our dragon is now a 2 turn clock!
Hope this helps making the deck even more awesome!
1 year 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:
get any land and
make zombies if you have enough deserts.
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.
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!