|Commander / EDH||Legal|
Printings View all
|Masterpiece Series: Kaladesh Inventions||Mythic Rare|
|Commander 2014||Mythic Rare|
|Scars of Mirrodin||Mythic Rare|
|Promo Set||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
2 days ago
2 days ago
What's your opinion on Pentavus? You can play it, remove all its counters for 5 1/1's, then reanimate it as a 9/9. So many options, because you can either pay to turn it into 10 flying 1/1's and one 4/4, or a single 14/14. You can make critters, block, and then sacrifice to put the counter back on him.
What about Sekki, Seasons' Guide? He would reanimate as a 12/12, but that's not the real attraction...his token making ability doesn't actually require him to have any +1/+1 counters on him, so he cannot be killed through damage, and he'll just keep making tokens. He could (for example) attack into a Wurmcoil Engine all day, churn out 6 1/1's every time, never die, and the opponent would never gain any life.
6 days ago
This is stupid. I love it. I have a few recommendations after playtesting it:
It's actually really slow. The Locust God is CMC 6. As the primary (and really only) engine of this deck, it means you're not doing anything until turn 7, turn 6 with Izzet Signet or Thought Vessel, or turn 5 with a Sol Ring. I recommend ramp that can be used before you play The Locust God.
In addition to being really slow, there's not much you can do while you wait for The Locust God to come into play. Most of your cards rely on it, so you'll have to hoard them until you're ready. Some early game stuff--Lightning Bolt, Vapor Snag, Counterspell, etc., will keep you safe and in control while you wait.
Speaking of the primary engine, with the exception of Chasm Skulker, there's nothing else that benefits you when you draw cards. You need "lieutenants," so to speak. All it takes is a few removals--Doom Blade, Swords to Plowshares, Path to Exile--and you're either a few turns behind or your commander costs too much to be fast. Add a few things that can work without your commander. An example is Psychosis Crawler.
So you're gonna have a ton of little 1/1s. I suggest one or two more cards that can really exploit those. Polymorphous Rush will eventually cost too much, but turn a few of your 1/1s into something nasty your opponents control. For example, turn a few of your 1/1s into Wurmcoil Engines. Goblin Bombardment turns your 1/1s into direct damage. Descent of the Dragons turns your 1/1s into 4/4s.
If you really want to sow some chaos, look at Confusion in the Ranks. Neat, right?
When this deck does go off, it's like a bomb. See what you think about your suggestions and I look forward to playing against it.
1 week ago
Thopter Sword is notorious in Modern, but I get the feeling that not as many people know how deadly it can be in Commander as should be the case, because of its synergy with other cards.
Thopter Foundry + Sword of the Meek and Ashnod's Altar or Krark-Clan Ironworks is the most obvious example. Infinite life and mana is nothing to scoff at, especially when you can then use that mana to gain infinite life, again, and produce infinite 1/1 flyers with which you can swarm the table into submission.
Swap out Sieve for Altar or Ironworks and you have infinite tokens with Battlesphere and Mantle.
Altar + Mantle + any creature that produces at least two tokens on entry will yield infinite tokens, as well.
Ironworks/Altar + Mantle + Wurmcoil Engine +2 mana yields infinite 3/3 beaters.
There are ridiculous numbers of infinite combos and other deadly synergies out there. Those are just my favorite ones. =3
2 weeks ago
You're off to a great start here. You could look at Wurmcoil Engine instead of Scuttling Doom Engine, or run both if you like.
Mockery of Nature could be replaced with Acidic Slime. It is an ETB effect rather than a cast trigger but it is more flexible in that you can take out a land.
Endbringer is useful in a few scenarios and may be worth a consideration.
Since you have a lot of triggered abilities, Strionic Resonator would be quite handy in this deck. Nothing like milling them for 40 with Ulamog or adding additional Annihilator triggers.
You could throw in a handful of counterspells and removal as well since you're running blue. Green is amazing for ramp, something like Rites of Flourishing, Exploration and/or Burgeoning are relatively low CMC cards that will get you off to the races for extra land drops.
3 weeks ago
Also, couldn't edit in time, how about Myr Battlesphere, Sundering Titan and Wurmcoil Engine as your main reanimation targets? They all synergies heavily with Trash as they can be trashed-then-brought-back for value (same goes for your gearhulk though)!
3 weeks ago
A few cards you could consider Deathrite Shaman, Grim Flayer, Lotleth Troll, Pernicious Deed, Pharika, God of Affliction Steel Hellkite, Wurmcoil Engine, Death's Shadow, Hunted Troll, Hunted Horror, Varolz, the Scar-Striped, Reaper of the Wilds, Deity of Scars, Lord of Extinction.
3 weeks ago
I did not read Scarecrone closely enough. That's a super neat card. I'm going to have to remember to keep that one in mind for future artifact decks. Thanks :)
Feldon shines with cards like Wurmcoil Engine, Arcbound Reclaimer and Solemn Simulacrum, and the "sac at end of turn" plays nicely with Bosh. But I can definitely see how it might be underwhelming in practice when he realistically only has 9 targets in your deck (a few of which of which are not particularly amazing in the first place).