|Commander / EDH||Legal|
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|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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Artifact Creature — Wurm
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.
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Wurmcoil Engine Discussion
1 day ago
I will concede that lightning bolt will kill humans if no Thalia's Lieutenant is afoot.
However after various humans the following are the most played creatures in modern, in this order: Scavenging Ooze, Tarmogoyf, Birds of Paradise, Tireless Tracker, Tasigur, the Golden Fang, Gurmag Angler, Thought-Knot Seer, Bloodghast, Hollow One, Reality Smasher, Ulamog, the Ceaseless Hunger, Arcbound Ravager, Etched Champion, Flamewake Phoenix, Ornithopter, Signal Pest, Vault Skirge, Memnite, Steel Overseer, Courser of Kruphix, Goblin Guide, Matter Reshaper, Wurmcoil Engine, Master of Etherium...etc.
So out of those 24 creatures it can kill, like what? 9 of them? and a not insignificant amount of these cards are just enablers like Birds of Paradise, Goblin Guide, or various cheapo artifacts - yeah its great if you can remove them before the opponent is established.
But there is one thing that is even better, if the same spell you could use to kill these enablers would also hit the power cards they let the opponent play. Since in that case, the card actually does something if you topdeck it later.
Oh yeah it can go to face, tell that to Wurmcoil Engine...
Wouldn't Path to Exile do the job better? ...i mean do the job at all. If it can't remove relevant creatures its not a removal spell - if its very conditional its a bad removal spell.
3 days ago
Here are some cards I would suggest considering:
Also, the threat of recurring really powerful sacrifice artifacts isn't present here. You need to use this to completely lock down the game if possible. I don't see any big target that you would want to recur so bad that you're willing to set up your commander for it. Try some things like Nevinyrral's Disk, or things like Myr Battlesphere, Wurmcoil Engine that give you value with a sac outlet or if they get removed. I think if you look you can find more potent targets.
Also, Helm of the Host can copy your commander permanently (or copy a copy) and avoids legendary rule. This will allow you to use the effect more than once per turn. Watch out that you have to pay full cost for the artifact though.
You should add at least 3 more lands.
These are deadbeat cards that I think you should remove from your list (and you know I love you so don't take this personally): - Ensoul Artifact, 5/5 isn't a good enough incentive for the threat of removal and a 2-for-1 against you.
Beacon of Unrest, you don't have enough self-mill to support this card, nor do you have enough expensive creatures/artifacts to make the 5 cost a value.
Counterspell, almost useless in Commander. Straight counters just cause you to make hasty bad decisions without upside. The other counters you have on the list are much better.
Vraska's Contempt, too expensive for commander.
Walk the plank, it's a sorcery, and you have plenty of disruption on the list.
Windfall, I can see that you're trying to maybe stack your graveyard here? I still don't think this card is worth it.
Primal Amulet, has a powerful back side but you don't actually have very many of these spells on the list, and I think you should remove about half of the ones you have. Might end up just sitting there.
Animation Module, Decoction Module, Fabrication Module... you know this is jank. If you had any way that was on-theme to use energy, it might be worth it. Maybe. You really need all 3 bonuses to make it worth it. Also, if you are planning on putting this together with tutors, in our play group you will be eaten by dragons before you get all 3.
5 days ago
Otherwise a good budget decklist.
6 days ago
So 1) I have to give props to a good ol' queen reference. 2) your deck is markedly more tier than mine so I won't drop the list, there are a few cards in it you could use. Viridian Emissary is great ramp, Primal Druid isn't bad. Lifecrafter's Bestiary is freaking amazing. Treasure Keeper is, at very least, worth considering. Merciless Executioner is pretty goo. Body Snatcher would support the reanimation subtheme. Solemn Simulacrum is legendary, and Noxious Gearhulk is great late-game removals. Gotta come back from those Dark Confidant uses somehow. Thragtusk is pretty gold and Wurmcoil Engine is also quite fantastic. Fauna Shaman is a necessity and Strionic Resonator is pretty great.
2 weeks ago
It does, but not on turn 3, instead of turn 6 & 7. What exactly forbids them to just cast those cards off 6 or 7 mountains / wastes?
And yes tron will board in artifact hate, ... if they find it. Thats is likely gonna be a single playset of some random 1 cmc green spell (with ~40% chance of them finding one, if you run 4x sphere, tha means, that this will matter in 20% of early games). If they use Oblivion Stone, to remove Damping Sphere (at 5 lands) they might as well just not use it and cast Wurmcoil Engine naturally from 6 lands on the next turn...
2 weeks ago
Its like a T2 blood moon, for decks that can't normally have t2 blood moon.
However that is far from enough if you want to beat tron. If you can't win if they curve Thragtusk, into Wurmcoil Engine, into Karn Liberated, and can't win before turn 5, then Damping Sphere won't help you that much.
(Its great against storm though, i mean it allows the diversification of hate cards, thus a single Echoing Truth won't be enough)
3 weeks ago
First of all in my playgroup meta there are no Rest in Peaces or Leyline of the Voids so there is no need to panic about graveyard hate since this list is absolutely able to win against a early/mid game one-time removal like Tormod's Crypt or Relic of Progenitus.
Thran Temporal Gateway is bound to too many premisses to work: Say you draw it like turn 6. You play this for , wait a turn, now you need at least 1 of only 16 artifact spells IN HAND that cost or more (including Metalwork Colossus which usually costs less than 5). That means this card only interacts with 16% of your deck from the beginning. The other problem is: you most likeley already dumped your Wurmcoil Engine, Mindslaver or Darksteel Forge into your yard on turns 4 and 5. That renders the Gateway useless since those artifacts will most likely never see your hand again. And the later you draw this card the more useless it will become since you will have more and more expensive artifacts already in your graveyard.
Sorry if that was a bit too extensively. I mean this card has a lot of pros and cons and does work fine in like superfriends. But I think it's a dead card for artifact decks more often than not.
3 weeks ago
I've got a few thoughts. And by a few I mean many. But first, Tolarian Academy is banned.
Comboing in Esper
Mycosynth Lattice gives Sydri the ability to destroy target land for 1 mana of any color. Also combos with Darksteel Forge to make your whole board indestructible.
Salvaging Station + Disciple of the Vault + Seat of the Synod + Sydri, Galvanic Genius = infinite damage. Tap Seat to make Seat a 0/0 creature via Sydri's ability who dies, triggering Disciple's ability and untapping Station. Tap Station to return Seat into play and deal infinite damage.
Thopter Assembly + Time Sieve = infinite turns.
Thopter Foundry + Ashnod's Altar + Sword of the Meek = infinite colorless mana.
You're in blue and black with almost no card draw or tutoring. Demonic Tutor, Mastermind's Acquisition, Diabolic Tutor, Phyrexian Arena, Consecrated Sphinx, Blue Sun's Zenith, Rhystic Study, Sensei's Divining Top, Trinket Mage. All are great in EDH.
RemovalAgain, you're in the two colors best for removal in a format that relies on either having removal or being faster than removal, and you run no removal in a slow deck. Swords to Plowshares, Path to Exile, Oblivion Ring, Vindicate, Utter End, Vraska's Contempt, Merciless Eviction, Supreme Verdict.
It's easy enough to say "just run duals and fetches," but they really do make all the difference in the world for Esper decks. Shocklands and buddy lands cycles are great places to start. You want to minimize "enters tapped" unless the secondary effect is relevant. Chromatic Lantern is the best 3 CMC mana rock in the game and you should run it.
Wurmcoil Engine, Steel Hellkite, Batterskull are all amazing cards. Nevermore and Gideon's Intervention are solid defenses. Venser, the Sojourner is cool. Ajani Goldmane and Telepathy are just bad.