Wurmcoil Engine


Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Commander Anthology Vol. II (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

Combos Browse all


Wurmcoil Engine

Artifact Creature — Wurm

Deathtouch, lifelink

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

Price & Acquistion Set Price Alerts




Recent Decks

Wurmcoil Engine Discussion

generalrenard on Burn deck help

2 days ago

Out of curiosity, what would be the use of Soul-Scar Mage in burn? Chip damage at threats like Wurmcoil Engine and Tasigur, the Golden Fang? Main board or sideboard?

RingweMakil on Ravaging Command

6 days ago

Nathanaiel - exactly, the other two options are not the best, and if I am to increase the number of manlands, I'd probably just advocate for the third Tar Pit. However, too many taplands is very much a concern in this list, so for now, I'm sticking to two. Hopefully, with Search for Azcanta  Flip, Jace, the Mind Sculptor and Pull from Tomorrow, flood won't be an issue.

You definitely can't kill Tron before they start playing out their threats. That is not the plan, however; the plan is to deal with their threats with some combination of countermagic and discard to buy enough time to then enable one of your own threats to end the game. That said, Olivia Voldaren and Kalitas, Traitor of Ghet both do match up very well against Wurmcoil Engine.

Now, regarding the many 1 of's and 2 of's - the traditional deckbuilding strategy is to have as many 3 and 4 of's as possible in order to maximise the chances of seeing those cards over the course of a game. To what end? The idea is, if you see the same cards every game, then you will know what the deck does, and it will do so consistently. However, there is another way for a deck to be consistent, and this is seen, for instance, in EDH decks - you have a bunch of cards that perform a similar role, and so even though they are different cards, they carry out the same function, and therefore behave much like the same card in certain situations.

For instance, against a turn 2 Tarmogoyf, Terminate, Dreadbore and Fatal Push are eight cards that all do exactly the same thing - so instead of seeing the cards as 3 Terminate and 1 Dreadbore, you can treat the lot as four removal spells. Similarly, at the four drop slot, Kalitas, Traitor of Ghet, Olivia Voldaren, Jace, the Mind Sculptor and Nicol Bolas, the Ravager  Flip are all powerful threats that must be answered. Yes, it's 3, 1, 1, 1 - or, it's 6 powerful four drops.

Packages like this mean you can fill your deck with a lot of versatile and powerful cards so that you can in any given situation make use of that flexibility to concoct a game plan. Understanding the precise role and niche each card in the deck occupies means you can have a bunch of one-ofs that will do something in each situation, and then combined with the effects of the other cards drawn alongside those one or two of's, you can craft a cohesive strategy.

For instance, against dredge - you draw Kalitas, plus a bunch of removal spells. The plan? Play Kalitas, start exiling stuff, stabilise that way. But instead, say you draw Olivia. Then the plan is to use Olivia to recurringly kill their guys, then win the game quickly off burn and her giant flying attacks before they can dump their yard on the board again. Again, say against dredge, post board, the four drop you have is Damnation. Then combined with Extirpate you should be able to stabilise.

Again, against Jund - they have a Liliana of the Veil in play they just plused. If you have Sedraxis Specter, then you discard that, and finish Lili off in conjunction with any other threat or burn. If you have Dreadbore, just kill her straight up. If you instead just have four drop threats, use them and Snapcaster Mage or Kolaghan's Command to overload LoTV's minus.

Against tokens, you might draw Olivia Voldaren, Engineered Explosives, Izzet Staticaster, or Damnation. These are all 1 or 2 ofs, but they are all cards that will get you out against an army of Lingering Souls. Against zoo, you might draw Engineered Explosives, Damnation, or Fatal Push, and they'll all help you get through zoo's early aggression.

In none of these situations do you have exactly the same cards, yet with the cards you do have, you should be able to find a way out. That's because the cards in question are powerful and flexible, allowing you to craft different strategies according to the situation, meaning overall, you don't really mind which 1 or 2 specific cards you draw over the course of a game; even though you can't expect to see the exact 1 or 2 of every game, you can expect to see some number of cards which will together help you find a winning line.

RingweMakil on Ravaging Command

6 days ago

Nathanaiel Field of Ruin is an absolute must-have in this format, I fear. Any reactive or midrange deck that is not utilising the free land destruction provided by Field is a strictly inferior version of another deck that is. Celestial Colonnade, Azcanta, the Sunken Ruin, Academy Ruins, Raging Ravine, Urza's Tower, Sea Gate Wreckage, Eldrazi Temple, Moorland Haunt, Gavony Township, Valakut, the Molten Pinnacle and I could go on - the point is, there are a lot of lands with powerful effects in Modern, and to not have the free answer provided to them in the form of Field is a serious omission that only the most proactive strategies can afford to make. A land drop that also double times as a spell is extremely powerful, especially one that answers the powerful lands of other decks.

So, given the necessity of Field of Ruin, is it greedy to play 3 colours? With any less than 22 coloured sources, I think so, but given that I play 26 lands, generally speaking, being colour screwed is not an issue. This is also greatly helped by the fact that so many of my cards only require one mana of a certain colour - the exceptions being the planeswalkers and Kalitas, Traitor of Ghet. I think it would be extremely greedy to attempt to play Cryptic Command in this list, for instance, but when most spells can be cast within the realm of having just one black, blue and red, Field really doesn't hurt a lot. Also worth noting is that unlike Ghost Quarter, Field does not put you down a land, and also does fix your mana after it is activated, so in most cases, Field really shouldn't hurt.

The only time when Field is a real pain is if you have 2 of your 3 lands are Field of Ruin, because then your hand can be really slowed down. In such cases, either mulligan, or keep and pull through with Thoughtseize and Fatal Push. Consider also the early requirements of this list - with a single black mana, most of the relevant 1 and 2 drops are castable. The lack of Lightning Bolt is a conscious choice, one made for many reasons, one among which is the mana.

Inquisition of Kozilek misses too much. Cryptic Command, Jace, the Mind Sculptor, Teferi, Hero of Dominaria, everything Tron plays, all of Jund's big drops including Bloodbraid Elf, Primeval Titan, Through the Breach, all the random four mana planeswalkers a bunch of different decks play, Gurmag Angler, Tasigur, the Golden Fang, and I could go on - but the point is, in a deck that isn't seeking to proactively push through damage and end the game, unconditional answers are better than conditional ones, and Thoughtseize excels in many a situation where Inquisition is only medium. The life loss is not as big a deal as it is in other decks, owing to the 3 Kalitas, Traitor of Ghet and 3 Collective Brutality.

The list initially did have 2 Inquisition of Kozilek alongside its current package, but that proved to be too much discard in a primarily reactive shell. They were removed for more versatile and unconditional answers in Kolaghan's Command and Dreadbore. So far, that choice has definitely served me very well. Only 3 pure discard spells means the chance of dead draws is much lessened; besides, Kolaghan's Command, Collective Brutality, Sedraxis Specter and Nicol Bolas, the Ravager  Flip all double time as hand disruption that also has additional effects, and so unlike the one mana discard spells, is much less often a dead draw.

Re: Tron, yes, game 1 is god awful. Game 2, however, is actually favoured. If Tron is heavy in your meta, I would recommend sideboarding more Pithing Needle and Fulminator Mage; otherwise, the general plan is Thoughtseize into Extirpate + Field of Ruin , with a bunch of countermagic to survive through their big threats. Kalitas, Traitor of Ghet is invaluable in this matchup owing to his ability to exile Wurmcoil Engine; Thundermaw Hellkite can also come down and eat a Karn Liberated or a Ugin, the Spirit Dragon. You can also set up some nasty loops with Kolaghan's Command and Fulminator Mage that completely shuts the Tron player out of the game; and since, unlike traditional control lists, this one can turn the corner and end the game super fast, once you've gotten your disruption down, you should be able to power through to the finish before they start making their seventh and eighth land drops.

Another line of play to keep in mind is Extirpate on one of their big threats - Tron is not a threat dense deck, and if it is clear they are going to be able to make their mana and start casting big guys, then it may be worth your while to think of all the threats in their deck, and then just start cutting through the lot, so that they have nothing to do with all their mana. Tron does not really have a draw engine either, so once you've dealt with the first 3-4 threats, you're in a very very favoured position to win.

I will be testing a lot more with this deck and I plan to post the results to https://patreon.com/invite/bxlvxg in a few days; stay tuned if this deck is something that interests you, and you want to see where this goes!

DrkNinja on Brudiclad, Telchor Engineer

1 week ago

Honestly elgosu1337 I would like to think that everyone who's a regular on tappedout knows me, and knows I'm brutally honest because I want all decks to be as optimized as possible.

That said, Hi_diddly_ho_neighbor is 100% correct about Phyrexian Processor and Wurmcoil Engine. Even if you only pay 10 life for Processor, that's less than I take from shocks and fetches in my Jodah deck. I literally take 15 damage pretty easily in that deck from lands. Now if you play in a meta where people are quick to destroy artifacts I get it kinda... but just think about it this way... if you respond to Brudiclad's ability on the stack with Processor you can turn all your tokens into giant dudes and swing for game right there, because by that point the only thing that will stop it is a Stifle, Disallow, etc.

Hi_diddly_ho_neighbor on Brudiclad, Telchor Engineer

1 week ago

Sorry, I've been really busy lately so my ability to respond to comments has been limited. First of all, SmashPortal, if you look at most of elgosu1337's copy effects, they create tokens. That is likely where the Utvara Hellkite token is coming from.

Secondly, I still firmly believe Wurmcoil Engine, Rite of Replication, and Phyrexian Processor are very strong in this list and here is why:

1) Wurmcoil Engine: Most of your copy effects make token copies, so first and foremost, copying Wurmcoil Engine is just great. But let's say it dies and you get the two wurm tokens. Wurm (1) has deathtouch while wurm (2) has lifelink. Yes they may be "small" creatures (3/3's are still pretty substantial), but attacking with lets say 10 deathouching wurms is basically a board wipe or attacking with 10 lifelinking wurms is +30 life. That is a lot of upside in my book.

2) Rite of Replication: this is probably hands down one of the best copy cards out there. Look at it this way. You are running both Cackling Counterpart (3 cmc) and Twinflame (2 cmc). Rite of Replication only costs 1 more than Cackling Counterpart for one copy, albeit at sorcery speed. Now, you kick Rite upping its total cost to 9 cmc and get 5 copies. Cackling Counterpart costs a total of 10 mana to cast it and to flash it back and you only get 2 copies (still a great card at instant speed though). Now lets look at Twinflame. 2 mana for one copy, but lets say we want 5 copies. That would cost a total of 14 mana to get the same amount you can get with a kicked Rite AND those creatures are exiled at the end of combat. I get that you want a lower initial investment, but 4 cmc is pretty darn cheap in Commander and the ceiling on Rite of Replication is soooooo much higher for a lower mana investment. Also, it can target ANY creature on the battlefield while the others cannot.

3) Phyrexian Processor: Not sure why you are afraid of the life cost. Life is a great resource and it is only a one time investment. 4 life (the minimum amount I would spend, but generally 6-10 is where you want to be at) to pump out a 4/4 every turn is pretty darn good. Any more life and you are getting an extremely good rate of cost to creature P/T. But, if you are hesitant, a card like Golden Guardian  Flip might be an alternative that is almost as good. As a land it is a tad more resilient as well.

Overall, still love the deck though

cplvela0811 on Mardu Pyromancer should play Path ...

2 weeks ago

Someone is thinking "but that would screw with Blood Moon." Now, while true - there is no need for Terminate being 2x () mana v.s. Path to Exile being 1x (), (which helps against Ulamog, the Ceaseless Hunger/Wurmcoil Engine and T1 Hollow One. Sure Terminate does not grant a potential land ramp, but Path to Exile is one less and is more likely to service Young Pyromancer and Bedlam Reveler at a more effective cmc/token/Bedlam ramp enabler.

On another note - I do not denounce Blood Moon in this shell. However, I am feeling that Path to Exile is strictly better than Terminate, and Lingering Souls is already including , so why hinder the true capabilities? Blood Moon is effective against a plethora of decks in Modern, but at the moment - would it not serve better to be sideboard material against the decks where it counts?

-One may even argue that Path to Exile denies Gideon and combats Dredge more effectively (when relevant).

acscreamholy on Shattered Glass and Shattered Dreams

2 weeks ago

I used your deck in a multiplayer deck test against myself where the setup was Brudiclad Artifacts which is mine V. Meren, Bitter Ordeal V. Krenko, Mob Boss and I accidentally found an extremely strong synergy.

I had a Grave Titan + Nim Deathmantle combo going, creating infinite colorless mana that I wasn't sure what to do with. I played a Wurmcoil Engine out of hand and realized something. Every cycle of the Titan/Deathmantle loop nets colorless mana. Repeat the cycle a couple times and eventually after the Titan re-enters, you can leave him before sac'ing all his stuff. INSTEAD, sac the Engine to create the tokens. But WAIT! Theres now a deathmantle trigger! Use it, and repeat, creating infinite 3/3 DT/LL wurms.

Darkshadow327 on Card creation challenge

2 weeks ago

Why TypicalTimmy, why . . .

Experimental Hydra

Artifact Creature - Hydra

Flying, Haste

Experimental Hydra enters the battlefield with X +1/+1 counters and you get X .

: Create a colorless artifact token named Hydra Head with ": Hydra Head deals 1 damage to target creature."

When experimental hydra dies create X 1/1 construct artifact creature tokens, where X was its power.



Kinda like a Wurmcoil Engine on steroids. I really need to stop making cards late at night.

Challenge: Wild, but bonus points if it's Izzet and deals with energy counters.

Load more