Wurmcoil Engine

Legality

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

Tokens

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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Wurmcoil Engine Discussion

NV_1980 on Odric's Keyword Soup

11 hours ago

Serra Ascendant and Wurmcoil Engine could be good in here too. In mono-white, we also like using Austere Command and Mass Calcify.

Darkshadow327 on Devoid of Skill

4 days ago

Colorless deck with no Eldrazi Conscription?!?! This would be just too funny not to play it.

Bane of Bala Ged is a fun eldrazi to play.

Everflowing Chalice, Solemn Simulacrum, and Warden of Geometries are some ramp.

Soul of New Phyrexia and Platinum Angel are some good protection.

Wurmcoil Engine is just a fun card.

Stefouch on Balthor the Graveyard Defiler

1 week ago

Balthor and Chainer have also different strategies.

Balthor wants to kill in a single big reanimation turn, or at least reanimate a big board to be back in the game if behind.

Chainer is more control. Less sensible to graveyard hate (because you can target enemies' graveyards) but more to creature removals (because you lose everything if Chainer dies). Chainer can reanimate good artifact creatures like Meteor Golem, Duplicant, Wurmcoil Engine and Solemn Simulacrum.. which Balthor can't.

Funkydiscogod on Card ideas gearhulk

1 week ago

I think it would be better to run cards with multiple types, to lessen the effect of the Gearhulk on you. The reason is this: if you draw two copies of the same card, you can choose one copy for one type and the other copy as another type.

For example, if you have two Courser of Kruphix, when you play the Gearhulk, you can keep one Courser because it's an enchantment, the other Courser because it's a creature, and the Gearhulk because it's an artifact. Otherwise, you are guaranteed to destroy any duplicates.

Tarmogoyf could get pretty big since you'll have things of every card type, but doesn't work well because it only has one type. Wurmcoil Engine doesn't care if it gets sacrificed. All of the Gideon planeswalkers also count as creatures because you can activate them before playing the gearhulk.

Anyway, that's where I would go with the deck.

Ragamander on Blue/Black

1 week ago

The first thing I'll say is that with 21 lands, you probably can't expect to get the mana to launch Army of the Damned or a really powerful Mind Grind or Torment of Hailfire. Well, at least without Organ Harvest, of which you're only sporting one copy. (If you don't play with teammates, or if you don't play with silver-bordered cards, you might replace it with Culling the Weak.) For reference, the math on Army of the Damned is that about 1/3 of your cards are lands = 8/24, meaning you need to survive to turn 17-18 (have seen a total of 24 cards between your opening hand and your draws each turn) to hit that 8th land. That’s a long time in a Magic game.

Second, Mind Grind, while fun, is questionable here, since none of your other cards will mill your opponent. Many people play with 4 copies of many of their cards, so milling them might not cut them off from their game plan unless you mill them so much they might die. And for that, you would need more support for the mill plan or a LOT more mana. (This is possible, but a big change. Look for cards like Glimpse the Unthinkable and Mind Funeral. Otherwise, I'd cut it for cards that affect board-state or life-totals.)

Third, your overall game plan appears to be to stall in the early game for more powerful plays late, since your low cost cards are generally defensive. This means you'll want more lands in your deck so that you don't stumble on your way to those big plays. I'd remove Coral Atoll and put in four Dimir Aqueducts. It's not the ideal play, but it's cheap and there's a lot of upside if your opponent doesn't Ghost Quarter it or something. Anyways, that will take you up to 24 lands AND increase your average mana output a little more, letting you rely on 4CMC, 5CMC, and 6CMC plays to dominate the game.

Finally, on to individual cards:

Kraken Hatchling, Mausoleum Wanderer, Pharika's Chosen, and Will-o'-the-Wisp are all fine defensive one-drops, but they all do something a little different. Thornbow Archer is a little more aggressive than the rest of your deck wants, so maybe drop it and pick your favorite of those first four and add a second.

Fogwalker is okay on defense, though it's not the best two-drop out there. I'm not a fan of Olivia's Dragon, especially outside of madness/reanimator decks. Rancid Rats just doesn't offer enough oomph for the mana (skulk is not typically a very useful ability). Graf Rats is bad unless you have Midnight Scavengers, so it's really about how much you personally want to meld them. Ultimately, I'd rather replace them with better blockers like Wall of Tears, Wall of Souls, Contraband Kingpin, Dragon's Eye Savants, Gifted Aetherborn, or the absolute top-tier Baleful Strix. Other value options include Omenspeaker, Sigiled Starfish, and Augur of Bolas. Other fun options here are Surge Mare, Riptide Mangler, Lazav, the Multifarious, Fathom Feeder, and Ludevic's Test Subject  Flip. Choose your favorites. Alternately, spot-removal like Doom Blade, Victim of Night, Cast Down, Go for the Throat, and sometimes Dimir Charm are pretty effective.

Wharf Infiltrator can be good sometimes. You can leave it in for fun or replace it.

Eternal Scourge has its uses, but I don't think this deck is optimized for it. Ideally you'd want a few things that can exile it from graveyard or hand, such as Gurmag Angler, Soulflayer, Tombstalker, Scavenging Ooze, Grim Lavamancer), Azor's Gateway  Flip (from hand), or the most hilarious option, Serum Powder. As it stands, it's just difficult to kill outside of combat, like a bad shroud or hexproof. Honestly, I don't think you need a 3/3 to be immune to removal. Replace with a finisher, which I'll discuss in a bit. Alternately, one of my favorite defensive 3CMC creatures is Graveblade Marauder, since its offensive capabilities can rapidly increase.

Markov Crusader isn't actually very good even in the rare case when you do have another vampire, and you only have one other one. Compare to 4CMC utility wunderkind Kalitas, Traitor of Ghet, 5CMC finishers (like Archfiend of Depravity, Glyph Keeper, Ob Nixilis, the Fallen, Vengeful Pharaoh, and maybe even Serra Sphinx), and 6CMC game-winners (like Noxious Gearhulk, Dread, Kokusho, the Evening Star, Wurmcoil Engine, Grave Titan, or even Vengeant Vampire, though that last one is much worse than the others). Sure, none do exactly what Markov Crusader does, but some are close and they all have incredible upsides. Even something like Shriekmaw might ultimately gain you more life by just killing something outright, plus it's super-flexible. Heck, Soul Ransom and Mind Control are strong cards too, at least against creature decks. Anyways, Markov Crusader is a card to replace.

Midnight Scavengers is okay, especially if you have a lot of disposable deathtouchers to bring back, but it still doesn't compare favorably to the above finishers unless you really want to meld it with Graf Rats. Remember, doing things you want to do is an important part of MTG. But if you don't care to meld, I'd look to replace it.

Ob Nixilis, Unshackled is fine. In most cases it doesn't compare favorably to the 6CMC critters above, but it has its uses. If you've got a lot of little deathtouchers (Pharika's Chosen, Typhoid Rats, Dire Fleet Poisoner, it can grow really out of hand. Also, Field of Ruin forces a library search.

Elder Deep Fiend is fine. Usually you play it in a deck that has plenty of creatures you don't mind (or are better off) sacrificing (for example, Priest of the Blood Rite, Relentless Dead, Doomed Dissenter, Stormbound Geist/Geralf's Messenger), then you emerge it early and tap down lands. That's not really your plan here, so it's probably not the best choice. Some good choices for replacements are above, but within the category of emerge creatures, I think Distended Mindbender fits your deck better.

Organ Harvest is a powerful card, but has some drawbacks. Most importantly, a lot of people don't play with or against silver-bordered cards. They're not legal in any official tournaments. Tournament legal variations are Dark Ritual, Culling the Weak, and Ashnod's Altar. Other than that, it's a card that is useless in many situations and completely changes what you're able to do when you actually can make use of it, and that can be awkward from a strategy perspective. If you don't have creatures, you can't cast it. If you don't have a big spell in your hand, you don't need to cast it and you'd rather have almost any other card. So it wants your deck to be full of disposable creatures and big spells, like an emerge deck or a zombie deck really making use of Army of the Damned and From Under the Floorboards. But for the most part that is not this deck, so unless you want to build around the card, I'd remove it, either replacing it with Dark Ritual which is always useful when drawn early, or something else that's cheap and effective: Dead Weight, Apathy, Doom Blade, Pharika's Chosen, or whatever.

Sorcerous Sight is worse than Peek and Gitaxian Probe, but I don't think any of those are particularly good in your deck. If you want to know what's in your opponent's hand, play Telepathy. Otherwise, there's better card draw: Preordain and Ponder are the best cheap spells, but it might be worth spending more mana for more effect with Sign in Blood or Chart a Course.

Cemetery Recruitment isn't particularly good with so few zombies. You can add more zombies, or switch to Ghoulcaller's Chant/Find / Finality/Recover/Disturbed Burial/Death Denied to simulate the effect, or just do card advantage the old-fashioned way, with stuff like Sign in Blood/Consult the Necrosages/Read the Bones/Notion Rain/Secrets of the Golden City. Alternately, shred your opponent's hand (and lose friends) with Hymn to Tourach or punch your opponent for cards with Shadowmage Infiltrator. If you're committed to bringing creatures back from the dead, look to Zombify, Extract from Darkness, or Isareth the Awakener, which can randomly run away with the game if your opponent doesn't have an answer. The most efficient reanimation spell is Unburial Rites, but you'd need to splash white for it to be better than the above options.

Contingency Plan doesn't actually net you any cards in hand; you just control what you are going to draw later. Since you're not very graveyard-focused, there's little benefit. The more flexible version is Dimir Charm, and the more powerful version is Lim-Dul's Vault. If you want to stack the top of your deck for 2CMC without wasting a card to do it, there's Diabolic Vision, but the 1CMC Preordain and Ponder are worthy as well. Alternately, raw card advantage is an option. Any of the options I've already listed are fine, but here are some more: Chemister's Insight, Foresee, Deep Analysis.

Mind Grind attacks on an irrelevant axis. Recommend replacing it with a finisher unless you add more mill. If you want a non-creature finisher, Ob Nixilis Reignited is pretty cool. If you just want something that can't get Murdered, there's Sphinx of Jwar Isle.

Torment of Hailfire is possibly workable if you go to 24 lands with Dimir Aqueducts. X=3 is pretty much the bare minimum, and if they have cards in hand even that might not be enough. This is a possible swap for a finisher, as above.

Army of the Damned is hard to cast at 8CMC. Recommend replacing it with a cheaper finisher unless you're all about Organ Harvest.

Apathy is pretty decent at 1CMC. Probably not as good as just casting Doom Blade/Go for the Throat to kill the thing, but definitely more interesting and fun. It can stay in, though swapping it for something more reliable is technically the correct decision.

Strange Augmentation is bad in your deck. While +3/+3 for 1CMC is fine in a very aggressive deck, that doesn't seem like your game plan. Ideally, your finishers are big enough to win without the extra P/T. If they're not, these could be replaced with kill spells to make sure they are.

Tormod's Crypt is useless unless you frequently play against graveyard-based decks. Even then, with only one in the deck, you're in bad shape. I'd swap it for Relic of Progenitus or Sentinel Totem if you really need graveyard hate. If a creature is reliable against those graveyard decks, Deadeye Tracker, Nezumi Graverobber, or Withered Wretch can do some work. Agent of Erebos is another option. If the only things you need to exile are creatures, then Cemetery Reaper, Dimir Doppelganger, and the powerful Kalitas, Traitor of Ghet are options. Otherwise, cheap kill spells, counterspells, or even more expensive exiling removal (e.g. Sever the Bloodline, Silence the Believers) are options. Phyrexian Scriptures is another card I'll mention, just 'cause it does lots of stuff.

Nevinyrral's Disk is pretty good. Go ahead and keep that in there.

Gridlock is okay, but it's basically a Darkness you can use aggressively. I think Sleep is generally better at that. Alternately, if you want a mass-defense spell, Yahenni's Expertise, Languish, and Damnation are the go-to sweepers.

Outwit is way too narrow; most decks don't target players. (The primary exceptions are burn and mill, so if you play against them a lot, it might be fine.) If you want a dollar-cost-effective counterspell in that slot, play Counterspell or MAYBE Dimir Charm for flexibility.

Turn Aside is okay, but mostly outclassed by Dive Down or Counterspell.

Murder is fine. (Card-wise, not morally!) Technically Hero's Downfall is better if you can get one.

Liliana Vess is fine, but she's a little slow. I'm not sure whether she's better or worse in this deck than Jace, Unraveler of Secrets, Ob Nixilis Reignited, Ob Nixilis of the Black Oath, or even Ashiok, Nightmare Weaver. My inclination is that those are stronger as you increase the median quality of the cards in your deck (making Vess's -2 less important).

Here's one inexpensive, somewhat-boring take:

4x Pharika's Chosen

4x Baleful Strix

4x Graveblade Marauder

2x Archfiend of Depravity

2x Glyph Keeper

1x Noxious Gearhulk

1x Ob Nixilis, Unshackled

1x Tetzimoc, Primal Death

1x Silumgar, the Drifting Death

1x Liliana Vess

1x Jace, Unraveler of Secrets

1x Ob Nixilis Reignited

2x Dimir Charm

2x Doom Blade

2x Agony Warp

3x Notion Rain

1x Extract from Darkness

1x Silumgar's Command

1x Profane Command

1x Nevinyrral's Disk

2x Field of Ruin

4x Dimir Aqueduct

9x Island

9x Swamp

That's just one take on the general strategy. Ultimately, (I think) you're playing Dimir Midrange, and so you're looking for about 40% (24) lands, 30% (18) things that keep you alive until you have 4-6 mana, 20% (12) things that kill your opponent and are themselves hard to kill, and 10% (6) things that put you ahead on cards just in case you're not drawing the right part of your deck.

ZendikariWol on The Recycling Center

2 weeks ago

So I commented on this deck over 6 months ago and now I saw it on the feed so... Imma do it again. And Imma be more specific this time. Let's start with cuts.

Bane of Progress is not great. If all goes well you'll absolutely be hitting your own enchantments and artifacts.

Butcher of Malakir is no Savra, Queen of the Golgari.

Gray Merchant of Asphodel is not anything exceptional in this brew. Yeah his ETB is really strong but it draws a ton of hate and you don't seem to have many ways of subverting or withstanding that hate.

Greenwarden of Murasa is really mana-costly. 6 mana for an eternal witness effect? Pass.

It That Betrays is really bad. Better when you can reanimate it, but still unless your opponents are running aristocrats or you're forcing them to sac things (and yeah I know It does that but that's not enough), really bad. Oh yeah, and that thing I said with Gray Merchant about drawing hate? That.

Lord of Extinction's lack of trample makes him pretty meh.

Massacre Wurm is pretty meta-dependent. If your buddy runs weenies he's decent but if not...

Mycoloth is great, but the 5-mana slot is competitive.

Pathbreaker Ibex honestly doesn't seem that great. Most he's giving your guys is +5 unless you find Lord of Extinction.

Terastodon is really cool and all, but it does have one huge drawback... You can EITHER repeat the etb OR have it as a beater. And for 8 mana, repeating the etb is not enough.

Wood Elves only tutors up forests. I'd rather run Farhaven Elf in a deck that's half black.

Abundance is probably not as good as Phyrexian Arena.

Consistent token generators like Awakening Zone and From Beyond are nice, but there are better cards for the mana cost.

Greater Good is great when you have larger creatures than this deck does. As it is it's just gonna make you discard a bunch of cards, probably.

Torment of Hailfire gives your opponents something you don't want them having: choice. They'll just sac a bunch of useless crap or discard lands. Without steps to limit their options, it's not a great card.

So I looked at your maybeboard and holy crap dude, you need to put some of those in. Night Incarnate, Whisper, Blood Liturgist, Savra, Queen of the Golgari, Craterhoof Behemoth, I'm actually adding the first two to my brew now. Thanks for the ideas, sorry for stealing them.

Now Imma give you some card suggestions.

Blisterpod and Tukatongue Thallid are both 2 creatures for one mana.

Diligent Farmhand and Veteran Explorer are good early ramp.

You forgot Fleshbag Marauder when you got the rest of the edict gang!

Noxious Gearhulk could be a great substitute for Massacre Wurm if you're playing against beefier bois.

Thragtusk is pretty underrated in aristocrats.

As is Treasure Keeper, but that's less good in your deck since you have a really high mana curve.

Vindictive Lich gives you options!

Wall of Blossoms is good protection and a draw!

Wurmcoil Engine is just the best. Has a similar problem to Terastodon but it leaves tokens behind, lifelink to eat small creatures, and deathtouch to fell unreasonably large ones.

Hell's Caretaker is reanimation and a sac outlet.

Phyrexian Delver is also good reanimation.

Attrition is excellent removal.

Diabolic Intent and Vampiric Tutor are hard tutors. They're any card you want!

Perilous Forays is an awesome card for this deck, I love it.

Quagmire Druid isn't the greatest ever, but it's enchantment removal.

Sadistic Hypnotist can play the long game, run opponents out of resources.

Thoughtpicker Witch can screw combo.

Vraska, Golgari Queen is an epic sac outlet and the ult is perfect for this deck.

Westvale Abbey  Flip is pretty good. And a land.

Entomb is legendary.

Grim Flayer is great card advantage.

Fauna Shaman is like Entomb but better maybe?

Underrealm Lich is good card advantage.

Deathreap Ritual, Lifecrafter's Bestiary, and Skullclamp are all great draw.

Blood Artist and Zulaport Cutthroat are both nice sources of damage.

Thank you for coming to my ted talk.

KingSpaceBug on Hive Migration

2 weeks ago

I listened to ep.1 and the Trash for Treasure with Wurmcoil Engine is a awesome idea.

DeviousPenguin666 on Finit Hic Deus

3 weeks ago

Nice deck! The one thing I would change is Wurmcoil Engine over Batterskull. +1!

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