What is the point of Moonmist or am I totally missing your werewolves?
September 23, 2012 6:47 p.m.
Sorry, it's to prevent combat damage. Got it now.
Interesting new take on Turbo Fog.
+1 for trying to play Worldspine Wurm .
September 23, 2012 6:48 p.m.
Sweet idea for a deck. I would try adding one or two copies of card:Azor's Elocutors to give an alternate win condition. +1 for creativity
September 23, 2012 7 p.m.
This is a neat idea (and I love Worldspine Wurm ), so +1!
Also, Mask of Avacyn is expensive but in your deck you could easily get it out, and it would help against removal of the Worldspine Wurm . Although I guess it doesn't really matter since you get 3 5/5's after it dies lol.
September 23, 2012 7:21 p.m.
@L0NEV0ID I am definitely planning on testing out card:Azor's Elocutors, I think it's an awesome card, but I think it might be too slow. Really wish Proliferate was sticking around for it.
@AncientDragon999 Thanks :), yeah I am not too worried about Worldspine Wurm dying, because I wouldn't mind being able to populate one of those tokens with Druid's Deliverance. And hopefully I'll be able to cast him again since he get shuffled back into my deck.
September 23, 2012 10:27 p.m.
Tamiyo is a great at stalling, I would main board for sure.
love the idea looks fun to play
September 23, 2012 11:22 p.m.
Cool idea, +1. This is probably impractical, but I was thinking Infinite Reflection would be a hilarious card to have in this deck. Throw down a 15/15, then the next turn all your creatures are 15/15s.
September 24, 2012 12:02 a.m.
+1 for creativity. I think Tamiyo, the Moon Sage is a must in your deck...
September 24, 2012 9:54 a.m.
Druids Deliverance would be a better replacement for the Moonmist , once tappedout adds the card to the database. don't know if you want to add a Primal Surge to help speed things up a bit and you can then add more fatties.
September 24, 2012 1:35 p.m.
I added 2x Tamiyo, the Moon Sage .
@pappasmurf91, I intend to add 4x druid's deliverance in place of the Clinging Mists .
And I love Primal Surge but i think with all my prevent spells it won't be as useful as in other decks.
September 24, 2012 1:38 p.m.
Door to Nothingness for the lols? You have the mana production.
September 24, 2012 1:46 p.m.
Perhaps Druid's Deliverance when it appears on tapped out?
September 24, 2012 3:40 p.m.
Whoops, just read the comments. Now I feel silly :3
September 24, 2012 3:41 p.m.
I'm going to advocate moving the Jace, Memory Adept from the maybeboard into the main deck, maybe dropping 1x Worldspine Wurm (I mostly just worry about drawing two of them at once and not being able to cast anything, which is definitely possible with three copies floating around). Jace would give you an alternate win condition if your wurms get hit with a Slaughter Games , and Fog -backed mill can be a viable alternative.
I mean, your only other win condition aside from crashing in for 15 a turn is to Clone your opponent's biggest threat and hope to race with it, and that seems slightly...situational.
Love the deck idea though! +1 from me.
September 24, 2012 8:35 p.m.
September 24, 2012 11:31 p.m.
Thanks for the suggestion I added 2X Terrifying Presence .
As for the Negate issue, I really prefer negate over other control spells. creatures are easier for me to deal with than spells that could really mess up my tempo, like board wipes that get rid of all my defenders, or a spell to exile my Worldspine Wurm
I will consider adding Dissipate though thanks for the suggestions again
September 25, 2012 1:14 a.m.
+1 Looks like a fun deck. card:Druid's Deliverance Looks as if it would be hilarious to use if Worldspine Wurm ever died.
September 25, 2012 9:33 a.m.
I love the idea for ludviks test subject he's a good mana drain
September 25, 2012 10:18 a.m.
Firstly, I love the deck, +1. This is the first blue deck I have ever considered using, as I'm a mono-green-maniac, so congratulations are in order.
As a recommendation I would suggest adding some (3 or 4) Arbor Elf s. The reasoning here is that your early ramp is non-existent until turn 3 when you get out the Axebane Guardian , and the Elf could help get out said Guardian on T2. You may find you don't have room and I don't know what you consider important cards in your deck, but I would possibly remove the 2 Essence Scatter s and one Island for 3 Arbor Elves.
I agree with dorminjake when he said you could use an additional win-con, and mill does seem to make the most sense considering the level of stall that you posses. Jace, Memory Adept I would recommend, although I'm unsure which cards to swap out. If you didn't like my earlier Arbor elf suggestion then I would say get rid of the two Essence Scatter s for two Jace.
That's my 2 pennies, good luck with your deck! I may have to try something similar one day :D
September 25, 2012 11:12 a.m.
September 25, 2012 2:07 p.m.
Love the advice guys. I have mainboarded 2x Jace, Memory Adept as my alt win condition. I resisted adding Arbor Elf mainly because I don't need any ramp earlier than turn 3. As long as I have a negate or two to protect my defenders, I can consistently drop my 15/15 wurm by turn 6-7.
September 25, 2012 5:45 p.m.
Might be overkill, but does Parallel Lives have a place here?
September 25, 2012 5:59 p.m.
September 25, 2012 6:55 p.m.
September 25, 2012 7:04 p.m.
Not my original idea, but I think it'd work.
September 25, 2012 7:10 p.m.
Really interesting take on fog! Might I suggest Cyclonic Rift somewhere in there? Obviously not neccessary but it fills a nice hole in the few turns prior to the wurm's release by clearing the board for him (not that he needs it due to trample, but still...) and further protects you if something does happen to your wurm. Unfortunately I do not know what to cut... Either way, looks fun!
September 25, 2012 7:37 p.m.
I really like that card, might be hard to squeeze into the mainboard, but I will definitely work it into my sideboard, thanks!
September 25, 2012 7:40 p.m.
September 26, 2012 12:44 p.m.
I think the Jace, Architect of Thought could do really well here...
September 27, 2012 1:23 a.m.
I feel like Revive could do really well here to get back some damage preventers. I honestly think -1 Essence Scatter -2 Tamiyo, the Moon Sage . +3 Revive Yeah Tamiyo is a hard one to rid, but i just think Revive being cheaper and basically does the same thing.
September 27, 2012 5:59 p.m.
September 27, 2012 6:41 p.m.
What crash is saying is that reviving the fogs will in effect "tap" all the opponents creatures by not allowing damage to go through, while tamiyo only targets one at a time I believe. Though I still like tamiyo in here, but I would swap out jace and put in some light card draw and a door to nothingness as your alt win condition. When I was playtesting it the problem was never the mana, it was actually pulling the wurm. And I would certainly keep the negates or some form of counters, maybe a Sheltering Word or two to prevent exiling of the wurm (plus 15 life to boot). Maybe run 4 Cavern of Souls to help fend of control...you know, if you have a gillion dollars.
September 27, 2012 8:47 p.m.
You might want to side some artifact hate, cause right now it seems that you lose turn 1 to pithing needle naming axebane guardian.
September 27, 2012 10:17 p.m.
This input is great guys, I have made a few changes.
I added 2x Lunar Mystic which is a card I had never heard of before, but since I have so many cheap instants and I often have a lot of extra mana, I figured it be great for generating a lot of draw.
I sideboarded 2x Naturalize which I completely forgot about, thank you @meman666
Let me know what you think!
September 27, 2012 10:22 p.m.
I have a similar deck I built a few weeks ago. Foggy And Friends The main reason I prefer mine is that I run more control and have more fog opportunities. More than one wurm is nearly unnecessary. If anything besides exile happens to it, you just have to search your library to pull it back out. However, I am waiting till I get more play testing in before I come up with a sideboard.
September 29, 2012 2:11 a.m.
September 29, 2012 8:39 a.m.
how is this going to work with Burn decks? Izzet is going to be fairly popular soon.
October 1, 2012 6:26 p.m.
If they use all their burn on the player, then I will be able to get out my wurm by around turn 5-7, if they spend their burn to clear out my defenders, then I will be able to stall with my planeswalkers and fogs to get my wurm out around ~10 - 12. I'll definitely have to playtest a lot, and I will be sure to update accordingly.
October 1, 2012 8:15 p.m.
dont people see you can just play armada wurm, then populate it next turn, then u have you 15 trample in addition to that you can populate it as many times as you want, so its becomes 20 or 30 trample damage... worldspine wurm is awful
October 2, 2012 10:12 a.m.
Quicker alternate ways to get out Worldspine Wurm to take into consideration.
- Splash black to use Liliana of the Dark Realms to help ramp up to casting him.
- Splash black and board in Mindshrieker & Forbidden Alchemy to dig for him and Unburial Rites to pop him out from the graveyard. Leads you to paying 5 mana to play him. If you splash white for the unburial, then you have even more of a safety net in case you throw unburial in the graveyard (which did wonders for my Solar Shriek deck).
October 2, 2012 2:10 p.m.
October 2, 2012 2:15 p.m.
Id swap out the Lunar mystic for Snapcaster. Snapcaster is great for a instant speed blocker ( mystic you really cant block with ) But more importantly snapcaster uses your fogs all over again which can be a HUGE pain in any Turbo fogging deck. You have plenty of ways of generating more snapcasters with your clones . Huzza~!
October 2, 2012 3:33 p.m.
@corath actually you can. Just splash red (or you dont even need to if you have axebane's for Hypersonic Dragon and get Worldspine Wurm into your graveyard. then cast Unburial Rites as an instant with the wurm's trigger on the stack. and presto! you just reanimated a worldspine wurm
October 3, 2012 4:45 p.m.
I'm not sure why it never posted my comment, but Counterlash seems almost playable (emphasis on almost) in this deck, especially considering Axebane Guardian allows you to have more mana up than you usually would on your opponent's turn.
October 4, 2012 2:23 p.m.
Black has and should have nothing to do with Worldspine Wurm , so therefore don't use black in this deck.
October 4, 2012 4:49 p.m.
@AmericanTrnksta: Using Liliana of the Dark Realms to use 2 swamps to ramp up 8 mana on turn 6... considering you should be capable of tapping for 3 green mana by turn 6 also (using shocklands, dual lands, basics), means you can possibly cast Worldspine Wurm on turn 6!
3 green mana + 8 black mana thanks to Lily = 11 mana for Wurm
(you're essentially tapping 5 lands to cast an 11 cost creature which is insane)
If I were you, I wouldn't rule out black entirely as the potential is there.
October 4, 2012 5:09 p.m.
October 8, 2012 1:07 p.m.
Please login to comment
|Date added||4 years|
|Last updated||4 years|
This deck is Standard legal.
|Tokens||*/* Generic, 5/5 Wurm, 3/3 Beast|
|Folders||U/G, decks, Fav Decks, tappedout decks, Deck Ideas, decks liked, decks i like, ideas for worldspine, Wurms, fav, See all 15|
|Top rank||#1 on 2012-09-28|