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
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pioneer 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

Icaruskid on The Wizard of Ooze | The Mimeoplasm [Primer]

1 month ago

Dangerwillrobinson79 hey hey glad to hear you are taking the ooze for a spin!

Yes The Tarrasque must fight a creature the defending player controls. It is not a "may" ability. Usually this is a bonus removal spell. This only is a downside if they somehow have a bigger creature than a 21/21 or one with deathtouch. In that case, attack another player until removal gets rid of the threat or try to get another creature in the graveyard other than The Tarrasque like Gaea's Revenge, Spirit of the Night, or the brand new Tyrranax Rex. Those pair best with Death's Shadow, Impervious Greatwurm, or Lord of Extinction after a board wipe.

DreadKhan on What is your opinion on …

3 months ago

Warp is a really versatile 'solution' card, and people today love to run less removal in total, but have it be as versatile as possible, so people will sometimes run something like Chaos Warp in a deck with access to White or Green (the colours best at getting unwanted permanents off the board), it's another Generous Gift/Beast Within. I have one deck that leaned into this idea, and it did so because 99 cards is cramped for 5 colour Sisay, you want too many lands, too much ramp, and need too many dumb Legendary cards to actually win, though that deck doesn't run Chaos Warp, instead running a Swords to supplement Gift and Beast. As an experiment, I'm not 100% happy with it but I think it's a very playable deck, and because it had so much space I could fit in 11 Shrines (the first 11), so the deck can actually durdle if it wants, and that durdle can do lots of fun stuff. That's the kind of deck where you might run Chaos Warp even if stuff like Utter End exists, Chaos Warp is cheaper/easier to cast but I capped out at 3 dedicated removal and Warp didn't make the cut because I was especially worried about fast, consistent creature driven decks, so I stuck with a Swords but I could see myself switching in a Chaos Warp.

Put more succinctly, I think Chaos Warp offer a really, really versatile removal spell even if it has a potential downside. As EnbyGolem pointed out above, you use it to solve just about any combo that is set up, provided you can use it at the 'critical moment', at which point any other card in the opponent's deck is almost certainly less of a threat than their infinite combo.

Is it the right choice to run Chaos Warp in Izzet? I think it depends a bit, are people in your area running deeply frustrating Enchantments, and do you regularly find yourself wanting more removal that will hit nearly anything (vs combo you often want removal, but vs big clunky board states you likely need a wipe, so Chaos Warp is probably not a card I'd run in a lower power deck, where it's going to flip into an Impervious Greatwurm or something)?

ILuvMtg on Her Royal Fluffness

7 months ago

No problem! you're right that Leyline is pretty useless now that I think about it. Some other cards to consider might be Battle Mammoth, Vigor, Regal Behemoth, and Apex Devastator. (some of those might be a bit outside your budget). You can decide whether you think that Dawnglade Regent is an upgrade over Archtype. One card to remove might be Impervious Greatwurm. You have several cards to give creatures trample, but if you don't get one then it can literally be stoped cold by a 0/1 plant token. It's a good card for this deck, but there are other creatures that are just strictly better.

Good luck!

marco-online on Hosenfurz

8 months ago

Ok I just realized I can not edit that comments :) since the gameplan looks now clearer to me I would change some cuts and make some other suggestions.

Caller of the Pack Very expensive, After you tapped out and if it sticks ( survives one whole round ) you only got more fatties out of it and the tokens will leave the field then!. -> Armada Wurm costs less, has more devotion towards your gods Karametra, God of Harvests, Heliod, Sun-Crowned and the token sticks

Zendikar Farguide Unplayable mediocre evasion. no synergy. Thats just bulk. -> replace this with Thragtusk with the same cost you get a token and life gain

Impervious Greatwurm is strictly MORE-WIN. -> Instead of a meaningless fatty I would include a fatty that helps at least your creatures and tokens ( If you manage to fokus on something here.. ) Elesh Norn, Grand Cenobite

Nyx-Fleece Ram slow and only viable in enchantress or lifegain ( well seems you would like lifegain ) I would suggest Authority of the Consuls instead. No one want to kill Authority of the Consuls and it triggers all the time I have seen it. There is also Soul's Attendant in creature form but the enchantment is stictly better ( it sticks around as an engine )

Trudge Garden this card is just playable if you commit more to lifegain... so yeah lets do that. dont cut this anymore pls.

Conclave Guildmage This fragile setup card has no synergy rate. Token 4cmc to expensive and tapping for trample is something you will mathematically never really benefit from. I would replace it with some real oomph here -> The Great Henge ( Its really broken )

Jewel Thief is pure garbage for green ramp. You play green man. USE IT BETTER -> I would to another ramp which is also a library fix and lifegain. good ol Courser of Kruphix

Heal the Scars is way to expensive to hold back for a battle trick. Unplayable. -> If you want stuff like that I would let it die and play -> Momentous Fall. Can also be used If it would die in your combat step.

Mirariis unplayable here. dead card. That fits in a blue wizard spellslinger/artifact deck consider the very versatile Knight of Autumn

There is Blossoming Sands or Graypelt Refuge to have more chance of lifegain triggers

Trelasarra, Moon Dancer as far as the math went ( or is ) you dont get any meaningfull recursive life but you can try him would not cut him anymore.

Second Harvest This is a card just playable if you commit 100% towards tokens. Dont make the deck bad Instead of a WINMORE play WIN. You dont want to pay 4mana for cloning one or two 1/1 or 2/2 tokens -> I would replace it with Archangel of Thune

Growing Ranks This is a card just playable if you commit 100%% towards tokens. you could replace it with some of the horses like Crested Sunmare

Knotvine Paladin maybe you misread this it does not get a +1/+1 counter it just gets +1/+1 until end of turn. This card has no synergy anf if you think it gets big because of all the creatures you have then its MORE-WIN - replace it with some protection (lacking in the deck) Heroic Intervention

Loxodon Smiter this card is just a vanilla 4/4 for you No one lets you discard this there is no reason for it replace it with protection (lacking in the deck Teferi's Protection

Murasa Rootgrazer only viable for a landfall deck. - replace with more protection Dauntless Escort note that sac: is instant speed when i is on the field.

Chatterstorm unplayable. this is no storm/spellslinger deck at all. Random suggestion here you like mean ones like Hornet Queen dontu

marco-online on Hosenfurz

8 months ago

I would cut

Caller of the Pack Very expensive, After you tapped out and if it sticks ( survives one whole round ) you only got more fatties out of it. Feels like you have enought of those damage win cons in here already.

Conclave Guildmage This fragile setup card has no synergy rate. Token 4cmc to expensive and tapping for trample is something you will mathematically never really benefit from.

Impervious Greatwurm is strictly MORE-WIN.

Jewel Thief is pure garbage for green ramp. You play green man. USE IT BETTER

Knotvine Paladin maybe you misread this it does not get a +1/+1 counter it just gets +1/+1 until end of turn. This card has no synergy anf if you think it gets big because of all the creatures you have then its MORE-WIN

Hi_diddly_ho_neighbor on Her Royal Fluffness

1 year ago

Got to love some big green stompy! Any deck playing Siege Behemoth needs a +1.

This list is pretty tight, but here are a few cards for your consideration. Augur of Autumn to be able to play lands and creatures off the top of your library. With 36 creatures, Lurking Predators will likely consistently hit. Nylea, Keen-Eyed for additional cost reduction and card advantage may be helpful (she is tough to remove as well). Lastly, I'll suggest a pet card of mine: Worldspine Wurm. It's massive, has trample, makes other big wurms with trample, and it keeps coming back.

Possible cuts for Spring-Leaf Avenger and the aforementioned cards would be Desolation Twin and Impervious Greatwurm. Those creatures are huge, but they are chump blocked for days. Primal Order is another. It's a cool card for sure, but I think you have enough in the way of finishers that you don't need it. Plus removing it would allow you to play more utility lands like Castle Garenbrig.

seshiro_of_the_orochi on Looking for efficiently large creatures

1 year ago

griffstick: It's one of these terrible cards that are pretty great once in a while.

Has anyone suggested Feldon of the Third Path, yet? Making an Impervious Greatwurm token to fling at someone's face seems pretty dope. Heart-Piercer Manticore is another good fling effect.

I did a quick search and found other fitting cards: Boldwyr Heavyweights, Cosmic Larva, Daemogoth Titan, Daemogoth Woe-Eater, Deep-Slumber Titan, Kroxa, Titan of Death's Hunger, Phyrexian Soulgorger, Plague Reaver, Traxos, Scourge of Kroog

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