|Commander / EDH||Legal|
Printings View all
|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
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
17 hours ago
1 day ago
I would really play more Wurmcoil Engine and less Walking Ballista you normaly dodnt want to have more that one Ballista at any time but you could have any amout of Wurmcoils in hand or on the battlefield without them beeing dead cards.
3 days ago
4 days ago
Wurmcoil Engine is an artifact creature with lifelink.
Loved the article, looking forward to part C!
5 days ago
I don't mean to be a downer here, but this deck is way too top-heavy for Modern. You're almost never going to get to 7 mana without the game being over already unless it's against a control deck, in which they can just stop your expensive cards with a Remand or Mana Leak. Your enchantments are really your only -1/-1 counter payoff cards, and Nest of Scarabs is probably too slow. Crumbling Ashes and Fume Spitter are neat, but they shouldn't be your only removal. Consider putting a few Fatal Push in the deck, and maybe a Terminate or two. Crumbling Ashes is a good way to answer large threats like Tasigur, the Golden Fang and Wurmcoil Engine but is too slow and clunky if you need to answer a turn 1 Noble Hierarch or Elvish Mystic.
6 days ago
Yeah, the play tester on here is not always the best representation of real life. This is especially prevalent in lists that are mono color or run a lot of basic lands of the same type. But I have tested this list, I have gotten turn 4 tron in all but 1 play test... in which I drew all 4 of the Kozilek's Return within the first 5 turns and wound up just hard casting Wurmcoil Engine on turn 6 and Karn Liberated on turn 7, and Ugin, the Spirit Dragon -- all with just normal lands, lol.
1 week ago
You should take it down to 60 cards. The reason being is that you always want to increase the odds of drawing your best cards when you need your best cards. By having over 60, you reduce the odds of drawing those best cards, when you need them. You essentially have to look at your deck and find the 4 cards that are worse than the other 60 (or inversely, find the 60 best cards).
And yes, those are great sideboard cards. Nature's Claim is generally thought to be better than Naturalize. The 4 life does not mean much, and the 1 mana difference might not seem like much, but it is huge. It means you can play a Wurmcoil Engine and a Nature's Claim on turn 3 if you get all 3 tron lands and have a chromatic artifact in play. With Naturalize, you would have to wait another turn -- and that can make or break you. You will not believe how many times I have stared down a losing board state -- thinking to myself that I could stabilize if I just had 1 more mana. That is why most of modern plays only 1-3 cmc cards. It just makes for more efficient plays.
1 week ago
I do very much love my Eldrazi. It's my favorite thing they added to the game, I don't know why I'm so attracted to them, but anyways I digress. I have made some cuts and I'm down to 64 cards. My only worries with this deck are my inability to cast creatures early on but I feel by turn 3 or 4 I won't have to worry about that at all seeing as I'll be able to drop a Wurmcoil Engine or World Breaker, and I'll also be able to take care of early game creatures with Kozilek's Return anyways.
What would you recommend I do with the land base? I don't really see anything to actually do with it besides leave it alone. I'm not too sure what else could be added instead of the two other lands you recommended to me already.
I'm happy with all the Artifacts, Instants, and Sorcery cards in the deck. As well as the two chosen Planeswalkers that are in the deck.