Wurmcoil Engine

Wurmcoil Engine

Artifact Creature — Wurm

Deathtouch, lifelink

When Wurmcoil Engine is put into a graveyard from the battlefield, create a 3/3 colorless Wurm artifact creature token with deathtouch and a 3/3 colorless Wurm artifact creature token with lifelink.

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Printings View all

Set Rarity
Commander Anthology 2018 (CM2) Mythic Rare
Masterpiece Series: Kaladesh Inventions (MPS) Mythic Rare
Commander 2014 (C14) Mythic Rare
Scars of Mirrodin (SOM) Mythic Rare
Promo Set (000) Mythic Rare

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Tokens

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Highlander Legal
2019-10-04 Legal
Block Constructed Legal
Leviathan Legal
Legacy Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Wurmcoil Engine occurrence in decks from the last year

Modern:

All decks: 0.13%

Green: 2.64%

Commander / EDH:

All decks: 0.06%

Black: 0.14%

Red: 0.3%

Golgari: 0.11%

WB (Orzhov): 0.47%

Wurmcoil Engine Discussion

Lokotor on Marchesa, The Black Rose - Primer

21 hours ago

Charlielx

Obvious upgrades would be things like Volcanic Island, Underground Sea, Badlands, Scalding Tarn, Prismatic Vista, Morphic Pool, Luxury Suite, Fiery Islet, etc. Ancient Tomb also would probably be a reasonable add.

As for more impactful upgrades, I would like to get a Toxic Deluge at some point, but it's never been a priority buy for me at ~$35. If I had a second Damnation that might also be something i'd consider adding.

Arcane Signet is marginally better than Fellwar Stone but not enough that I really feel like spending $7.

Fierce Guardianship is also a relatively good addition, since protecting Marchesa is important. Similar free counters are a bit harder to run in this shell given their various restrictions (eg actually having a blue card for FoW isn't as reliable)

Spellseeker could be worth trying out

jeannieboef

I think for card draw, the best options would be either Necropotence or Yawgmoth, Thran Physician depending on what the rest of your hand looks like. (number of black sources and/or creatures primarily) Yawgmoth is probably the less threatening option between the two, and also more useful throughout the course of the game as he's also a sacrifice outlet, so he'll kill two birds with one stone for you.

If you have a sacrifice outlet in hand then you could go for either Baleful Strix or Solemn Simulacrum, depending on what you're looking to get out of them. they'll provide you with a lot of value in the earlier parts of the game. notably strix is a good option since at CMC2 you can get it out early and really be able to capitalize on the card draw (not to mention it's a great blocker.) and solemn obviously has the advantage of also being ramp. it's mostly a tempo call here though.

For your second question, it depends mostly on what I need the ramp for. If I just want to have some extra mana for my next turn's play, then sol ring is fine. If I've got a source of draw, or a hand full of higher CMC threats like Wurmcoil Engine or Nicol Bolas, the Ravager  Flip or Dictate of Erebos or something, then Scroll of Fate is good since it'll let me flash them in for free, essentially. if it's more in the earlier part of the game and i'm looking to just get a strong start/lead, then Solemn Simulacrum is great since it'll not only provide me with up to 7 more lands, but also plenty of card draw. (especially if i can pair it with Arcbound Worker for free counters on every other player's turn.) Dockside Extortionist isn't always a great turn 1-4 play, but depending on the table it'll give you a ton of mana, especially if you can do it a few times in a row.

on your last question, like always, it depends. the board has been wiped, but depending on where i'm at, things vary. are all creatures dead but i still have all my artifacts/enchantments? did i pull a classic marchesa move and come out with all my creatures still in play? was it just a weakly positioned enemy Cyclonic Rift that left everyone equally empty?

the deck largely plays by way of card synergy, so there's not quite a one stop win card, generally you'll need a card that creates value, AND a card that takes advantage of that value, so you'll have to base the decision on which pieces you have and which ones can best take advantage of it.

if you run Goblin Bombardment then Mikaeus, the Unhallowed and Glen Elendra Archmage are an obvious combo target, if you've got something like Arcbound Worker or Unspeakable Symbol out then you could quickly create a huge army of Wurmcoil Engine tokens to lock the game down with. (on a clear board, having a 6/6 and 8 3/3s with lifelink and Deathtouch is usually gg.) if you've got Grave Pact then you could look for a sacrifice outlet, or something to easily recur to lock out the table.

Wurmcoil Engine is the most powerful creature in the deck as far as individual threats go, so with nothing else on board at all, that would probably be my pick, but i think if you're ever in that position then you're probably not going to win that game regardless.

dingusdingo on Alesha: A Slug is Faster Than A Corpse

1 week ago

enpc

Daretti, Ingenious Iconoclast is a repeat value engine that has the benefit of being able to protect itself and can deal with problematic permanents on the board.

+1: Plop a 1/1 construct with defender onto the field. This ability works well by itself, as it guarantees bodies to block for Daretti. We have a number of ways to utilize the 1/1 tokens too. We can use them alongside Smokestack to pay for the sacrifices. We can use it with Rankle, Master of Pranks to pay for the sacrifices as well. The +1 also means you are getting extra mileage from Skullclamp and draw a lot of cards. It also has strong synergy with Goblin Welder, so you can keep recurring your lock pieces. The tokens will also protect you from sac effects like Diabolic Edict or Smallpox or anything that forces you to sacrifice permanents.

-1: Sac an artifact to destroy a creature/artifact. This is the biggest reason to play Daretti. Repeatable removal of the two most common non-land permanent types is extremely helpful when your goal is to control the board. You can use the 1/1 constructs from the +1 to pay the cost, or you can use one of the two artifact critters in the deck. The sacrifice shouldn't be under rated, as you can reset Phyrexian Revoker to another permanent when your attack with Alesha, or you can jam spells when Ethersworn Canonist leaves before bringing her back with Alesha. This also allows you to remove your own artifact stax pieces if you wish to combo off or need to cast multiple spells in a turn. You can even choose to use this ability the first turn you play Daretti due to the large number of artifact rocks and stax pieces in the deck. This ability is the strongest reason to run Daretti in a stax package, you can move from strong board position to locking out the board if Daretti is left unchecked for a couple turns.

-6: Make three copies of target artifact in play/graveyard. You won't usually use this in an average game, but this can be back breaking in games that go long. We have some juicy targets in our own deck, with Sphere of Resistance (extra per spell), Thorn of Amethyst (extra for non-creature spells), Memory Jar (21 temporary cards drawn and go to your GY), Smokestack (after one or two rotations of 4x smokestack, the game is 100% over), Phyrexian Revoker (hose out most likely every active ability on the table), or even just a mana rock to get ahead. Choosing from an opponent's artifacts is also very nice in a 4 player game, because you can usually find something nice. Copying anyone's "Sword of X and Y" 3 times can be a game winning move, but honestly most equipment is a great choice to copy. I used to run Cranial Plating in this deck specifically for the 3x copies, which allow Alesha to get commander damage kills. Just note that copying legendary artifacts isn't wise, so trying to 3x someone's Umezawa's Jitte is a no-go. In more casual/high powered games, you'll sometimes be able to 3x copy a Wurmcoil Engine or Myr Battlesphere or similar big artifact doinks, which let you get kills on stalled out boards.

The last thing about Daretti that makes him worthwhile in my mind is the CMC. 3 CMC means he can come back from Sun Titan, which is pretty massive. Being a tiny constantly chugging threat engine for 3 mana also means he demands answers, or begins to punish games when he survives. I can recommend him in stax shells, where games are intended to go longer and you get more uses from him. In fast combo decks or midrange decks, someone like Dack Fayden will perform better due to draw filtering, and directly stealing an artifact as opposed to 1:1 trading artifacts like Daretti does. If you're interested in running this guy, consider him mostly for the +1 and the -1. The ult is a very nice cherry on top, but from personal experience I'm getting that ult about 1 of every 3 games he hits the table (in cEDH).

DrMundi on wurms, Wurms, WURMS!!

1 week ago

Fatboy26105 ahh yes Wurmcoil Engine is a great card. I did not put it in before due to it being 1/4 of the deck price. I might put it in now due to increasing the play limit

Flooremoji on How is Elder Gargaroth Remotely ...

2 weeks ago

In the standard format, if a creature dosen't have a etb, it's about half as good as it should be. There are so many cards that can deal with it and trade up in value, and Teferi, Time Raveler is everywhere.

In older formats like modern, players already have a large pool of creatures to choose from in the 5cmc+ slot, and they typically also have to trade up in value if they are removed by your opponents next turn. Glorybringer, for instance. The only other creatures that are in that mana-range and see play are Primeval Titan, Yorion, Sky Nomad, Wurmcoil Engine and Reality Smasher. Wurmcoil and Smasher both provide value if they are removed and the others all have etb.

Creatures are always much more vulnerable than other card types in this game, not many creatures have ever been 'OP'. This isn't all my thoughts but it's fine for now.

Masterful on Necronomicon | Teysa Karlov | Primer

4 weeks ago

Soad622

  • I think I overlooked Ophiomancer because it doesn't have a death trigger. I'm considering replacing Hallowed Spiritkeeper for it.

  • I'm not a huge fan of Lurrus of the Dream-Den. She's good to recur dead sac-outlets, blood artists, or sac fodder, but we won't always have them in our graveyard. This deck has 11 creatures of 2 or less CMC, and 2 of them can reassemble themselves. With only 9 small creatures to work with, Lurrus could very well sit in hand for most of the game with nothing to do. Even if we draw one of the 9, it won't necessarily die immediately. I also haven't had much of a problem with people destroying my small artifacts/enchantments; usually we're not the target for that stuff. That's not to say Lurrus is bad. She's good in grindier games where she can get a lot of value over several turns. If we had more small creatures, like 15 or so, I'd probably try to find room.

  • How the deck is currently designed, there isn't much need for Lightning Greaves. We have enough redundancy in our creatures to cover losing a few. And we have recursion to get them back. This also means our opponents get discouraged from targeting our creatures, especially since all of them look individually weak. I don't even mind losing Teysa most of the time since I'll just recast her later, and she's not necessary for the deck to function. The creatures that get killed on sight are Elenda, the Dusk Rose, Vilis, Broker of Blood, Razaketh, the Foulblooded, and sometimes Luminous Broodmoth and Nightmare Shepherd. So compared to most decks that run greaves, we don't have that many huge threats to take advantage. One thing I've also noticed is that players love to wait until our combo turn to kill our stuff, but since we can usually combo in response, it doesn't matter if they aim a removal spell at our win-condition. I'd run greaves if you have a hardcore-control player in your playgroup who always likes to kill your creatures while you're setting up, or some similar situation.

  • Elspeth, Sun's Champion is really good. I played her quite a bit before Liliana, Dreadhorde General came out. I can see running both, but as it stands, we don't have room for two big planeswalkers. The main reason I play Liliana over Elspeth is that Elspeth doesn't work in a repeatable combo.

  • If you're having a hard time against counterspells, Grand Abolisher could do the trick. Like you said, it's tutorable with recruiter, recurable with Lurrus, but it can also be sac'd in a pinch. I would definitely consider it in a counter-heavy meta.

  • Wurmcoil Engine isn't bad at all. It makes attacking really hard for our opponents, can gain life, and is great to have its death trigger doubled. It is a bit slow, and I prioritize cheap sac fodder for this deck, but in a more-creature heavy meta it could do work.

  • Austere Command is great. If you need another board wipe, especially one that can hit enchantments and artifacts, it would be really good. Currently, this build does struggle to interact with decks that swarm the board with artifacts and enchantments, so I would play more stuff like austere command if I ran into these decks more. In terms of creatures though, we're more than covered by Grave Pact effects, Toxic Deluge, Liliana, Dreadhorde General, etc.

These are all good cards that I would play if I had more room. There are many cards that fit into an Orzhov-aristocrats shell, so there are many viable builds.

RiotRunner789 on Yarok's ETB Team

1 month ago

Things I would cut,

Burnished Hart: Your in green so you have way better ramp. Also, its not an ETB effect.

Fleshbag Marauder and Plaguecrafter are good but they hit you as well.

Wurmcoil Engine: Good card but no ETB. You already have quite a few big threats.

Villainous Wealth: Another good card but off theme. I would only keep if your meta has a lot of ETB triggers.

Alternate ramp to consider,

Wood Elves: It can grab to duel lands that have the forest type.

Farhaven Elf: Same as above but can grab any basic.

Springbloom Druid: Sac two lands but then you get 4. Great ramp and deck thinning.

Doesn't quite get you to 100 but hopefully closer.

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