I played Wort for five or so years, and thoroughly enjoyed playing her every time. She's been dismantled since, but I'm itchin' to bring her back.

My Wort build was heavy green and didn't run any artifacts. Ramp came in the form of Green Sun's Zenith for Dryad Arbor, Kodama's Reach and Nissa's Expedition. All of these were great spells once, but if conspired they were even better. Of course, the same could be said about any of the spells you cast.

The red side of things had multiple Fork effects, the best of which was Increasing Vengeance. It allows two additional copies of a spell, or four additional copies when flashed back. There were also enormous blowout damage spells like Fiery Confluence and Treacherous Terrain, which won me quite a few games once you cast of those copied a couple times.

The creatures usually came with friends. Siege-Gang Commander, Imperious Perfect, Mogg War Marshal, etc. Getting a "conspire package" off one card was always worth it. The biggest of which was of course Avenger of Zendikar and briefly, Chancellor of the Forge.

In the way of Regrowth type effects, I ran Wildest Dreams, Eternal Witness, and Shreds of Sanity. While you're playing multiple instances of spells, nothing feels better than doing it all over again. Having these effects as sorceries themselves lets you get more mileage too by copying them.

Planeswalkers were mildly important, the most important being Xenagos, the Reveler. The amount of mana he would normally produce was wild. A card I'd like to include since its release would be Growing Rites of Itlimoc  .

Any spell that effectively doubled your board state was also a key component. Second Harvest, Parallel Evolution, and, if you're running a heavier Elf build like mine tended to be, Elvish Promenade. Copying these spells would quadruple your tokens. Mana Echoes would be absurd in this case. In the same vein, I would also close out games with a copied Overwhelming Stampede, which would give all creatures an enormous boost.

Finally, the big spells. These spells sway the game in such a wild direction that we can't not run them. If you're winning the game, copy an entwined Tooth and Nail or Green Sun Zenith for 8, twice, grabbing Craterhoof Behemoth and Avenger of Zendikar (along with two other things in Tooth and Nail's case). Warp World and The Great Aurora were the most fun. You wouldn't often copy these, unless you really wanted to. Sometimes it would end with you on top, or sometimes it gives some opponent a huge advantage. In any case, you get to use the new field first. There was one game where I played Warp World a total of ten times in one turn. I lost that game.

Wort's a blast and writing about her made me want to rebuild her and add her back to the permanently built decks I own. I hope there were some pointers that help you find your flavor of Wort deck, as everyone plays her a little differently.

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Revision 4 See all

(6 years ago)

-1 Archetype of Endurance main
+1 Artifact Mutation main
-1 Birchlore Rangers main
+1 Blighted Woodland main
-1 Bloodbraid Elf main
+1 Cinder Glade main
-1 Clan Defiance main
+1 Cryptolith Rite main
-1 Dramatic Entrance main
-1 Druid's Deliverance main
-1 Elvish Promenade main
-1 Empty the Warrens main
-1 Fatal Frenzy main
+1 Fiery Confluence main
-4 Forest main
-1 Fungal Reaches main
+1 Game Trail main
-1 Garruk's Packleader main
+1 Goblin Dark-Dwellers main
-1 Gruul Guildgate main
and 58 other change(s)
Date added 10 years
Last updated 6 years
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

13 - 0 Mythic Rares

48 - 0 Rares

11 - 0 Uncommons

7 - 0 Commons

Cards 100
Avg. CMC 4.61
Tokens Beast 3/3 G, Beast 4/4 G, Copy Clone, Elephant 3-3 G, Elf Druid 1/1 G, Elf Warrior 1/1 G, Emblem Garruk, Caller of Beasts, Goblin 1/1 R, Goblin Warrior 1/1 RG, Insect 1/1 G, Insect 1/1 G w/ Flying, Deathtouch, Kobolds of Kher Keep 0/1 R, Plant 0/1 G, Saproling 1/1 G, Satyr 2/2 GR, Wurm 6/6 G
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