Impervious Greatwurm

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Freeform Legal
Gladiator Legal
Highlander Legal
Historic Legal
Historic Brawl Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Modern Beyond Horizons Legal
Oathbreaker Legal
Pioneer Legal
Planar Constructed Legal
Planechase Legal
Quest Magic Legal
Vanguard Legal
Vintage Legal

Impervious Greatwurm

Creature — Wurm

Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for or one mana of that creature's colour.)

Indestructible (Damage and effects that say "destroy" don't destroy it.)

SaberTech on mimeo

4 months ago

I saw your post asking for help with cuts to the deck. Mimeoplasm decks are fun and there's all sorts of interactions to play around with so I get how it's tough to trim the list down.

I don't know what exactly you personally consider fun to play and what cards you are more inclined to keep in, so I think that it might be easier to just highlight what looks to be the core of the deck and try to build outwards from there.

Win-Cons:

  • Necrotic Ooze + Phyrexian Devourer: I'm not sure when the change happened, but on Oracle the errata's text for the Devourer's activated exile ability now reads "Remove the top card of your library from the game: Put X +1/+1 counters on Phyrexian Devourer, where X is the removed card's converted mana cost. If Phyrexian Devourer's power is 7 or greater, sacrifice it." Before, you never had to worry about the sacrifice part because it was a triggered ability so the Ooze didn't copy it. Now that the self-sacrifice effect is built into the activated ability it means that the Ooze will kill itself if it activates the ability and ends up going to 7+ power. I don't think this combo is feasible anymore and that you can cut it.

  • Blightsteel Colossus: You don't have a way to reanimate or copy this at instant speed in response to its shuffle trigger when it is put in your graveyard, so your only way for it to stick on the board is if you hard-cast it. I don't think that it's worth the effort. And I think that most games will end before you risk decking yourself and needing the Colossus to keep shuffling itself into your library. I'd cut it from the deck.

  • Blighted Agent/Skithiryx, the Blight Dragon + big creatures under Mimeoplasm: This is what I would consider your main means of knocking players out. Death's Shadow, Impervious Greatwurm, Lord of Extinction, Titanoth Rex, and Yargle and Multani are your main targets to remove for counters on Mimeoplasm, so these are 7 cards that should definitely be staying.

  • Jin-Gitaxias, Core Augur: Reanimating this early in the game and getting it to stick is a backup win condition. Buried Alive, Entomb, Fauna Shaman, and Frantic Search are your best ways to try to get Jin into the graveyard. Animate Dead, Necromancy, Reanimate are your best ways to reanimate Jin early. So that's 8 cards you should definitely keep. Victimize helps too but it is a little unreliable early due to needing 2 targets in your graveyard. Still worth running in my opinion.

So that's 16 card + your commander that you know that you want to run to help you win. From there you can mark out the slots for land, ramp, draw, and interaction. What slots are left goes to what best supports you reaching your win conditions. You'll need to really consider which cards help you reach your win conditions and which are there more for fun.

Looking at your list, some things that I can note are:

  • You shouldn't count thinks like Conduit of Worlds as ramp since they don't help you get ahead in mana. They just help make your land drop each turn. Matzalantli, the Great Door  Flip and Aftermath Analyst also don't help ramp you in the early game. So on the whole your deck is actually suffering from a pretty notable lack of cheap ramp.

  • Cards that mill opponents but not you like Mindcrank, Psychic Corrosion, and Ruin Crab do technically help you by getting cards into your opponent's graveyards that you can reanimate or exile with Mimeoplasm. However, they are less useful to you overall than cards that can also mill you because you know that milling yourself helps you reach your deck's build-in win conditions while milling opponents is a gamble.

  • Memory Plunder can be fun but you might be better off running a card you are pretty certain that you can use than gamble on useful opponents' cards ending up in the graveyard in a timely manner.

  • Archon of Crueltyfoil isn't as impactful in multiplayer games as it is in 1v1. It's still an ok reanimation target if you don't currently have anything better.

bankrupt_on_selling on Mayael the anima: Big stomp

1 year ago

I've dusted off my magic cards after not playing for a long while and I'm comparing and contrasting my deck with yours. My "Anayalation" themed Mayael I made destroy stuff a sub theme. Curious what your thoughts are on some cards I have that you don't. Homeward Path, Defense of the Heart, Godsire, Worldspine Wurm, Impervious Greatwurm. And if you had the three on color og duals what three lands would you take out for those?

bankrupt_on_selling on Mayael's Opera House

1 year ago

Some creatures I like a lot are Godsire, Impervious Greatwurm, Inferno Titan, terastadon, Woodfall Primus, and Worldspine Wurm, but my deck is Mayael's A"naya"lation themed, so I play heavily into the destroy stuff. On the topic of destroy, some instants I like are Beast Within and Generous Gift that are just good removal and play into the Anayalation theme. You run og duals (and shocks too I suppose) so Three Visits and Nature's Lore seem like they could be good.

Flarhoon13 on Imoti and the Dino Hippo--Explosive Fatties

1 year ago

Oct 18 Imoti and the Dino Hippo win. Started by discarding to hand size twice. Jared's Supreme Verdict saved me. I got out Regal Behemoth and untapped with it. I recast Imoti and I think there was another turn cycle before I was able to keep the crown of the monarch  and cast Wild Pair then Keruga, the Macrosage, putting Palinchron into play from my library. By the way, the "nerf" to companions makes this deck better, allowing Keruga to be cast from hand and trigger Wild Pair to get Palinchron onto the battlefield. Generally, as in this case, that produces infinite mana, infinite cascades... Jared refused to concede for a good 10 minutes but I cast and recast Walk the Aeons. Ezuri's Predation generated 24 power and the 16/16 Impervious Greatwurm joined the field. I had more than enough to kill all of my opponents

seshiro_of_the_orochi on Rocks Golgari power of death Commander

1 year ago

In general, this looks pretty fine.

Let me suggest some cards:

Ghoultree is big and cheap, so an easy include. Impervious Greatwurm is even bigger, and then there is Yargle and Multani as propably the best Jarad fodder that exists.

Final Parting, Gravebreaker Lamia and Oriq Loremage are additional ways to Entomb cards.

In my Coram, the Undertaker, which is similar, Millikin is fine ramp.

Enjoy the deck!

Apollo_Paladin on Bitter Tokens

2 years ago

Adding in some Convoke mechanics would make sense here given all your token generation since it'd effectively turn them into colored mana. Even if some of these suggestions were merely a sideboard addition I think you'd find they are pure profit (since that's what you said you wanted to push here)

Looking at:

There may be some other Convoke options out there that would interest you as well, maybe give it a look-over.

Anyways, +1 for the solid token generation base - hope some of this helps!

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