Massacre Wurm

Massacre Wurm

Creature — Wurm

When Massacre Wurm enters the battlefield, creatures your opponents control get -2/-2 until end of turn.

Whenever a creature an opponent controls is put into a graveyard from the battlefield, that player loses 2 life.

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Trade

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Printings View all

Set Rarity
Core Set 2021 (M21) Mythic Rare
Mirrodin Besieged (MBS) Mythic Rare
Mirrodin Besieged: Phyrexia (MBP) Mythic Rare

Combos Browse all

Legality

Format Legality
Unformat Legal
Limited Legal
Block Constructed Legal
Brawl Legal
Legacy Legal
Highlander Legal
1v1 Commander Legal
Modern Legal
Standard Legal
Duel Commander Legal
Pioneer Legal
Leviathan Legal
Oathbreaker Legal
Historic Legal
Casual Legal
Vintage Legal
Canadian Highlander Legal
Arena Legal
Pre-release Legal
Commander / EDH Legal
Tiny Leaders Legal

Latest Decks as Commander

Massacre Wurm Discussion

jvitag on Dimir Flash Rogues

1 week ago

eEsnowalkerEe with a monsoon of respect, because I am working on my own Flash/Rogue deck at the moment (was looking around to get ideas on tuning my deck when I found yours), if you have to mull to get a certain combination of cards to win (or have a good time) then the deck needs to be tuned. Unless you have a deck like Jeskai Fires where you NEEDED to have 1 specific card in your hand and you can mull to 1 to get it, or unless you have a mad draw engine, then mulling to get a good hand doesn't, in my experience work. When you mull, in most cases you are starting the game at a disadvantage, one that even an ideal draw has difficulty bailing you out of. This deck does draw pretty well as long as you can keep Slitherwisp on the table, but I still think mulling to an ideal draw isn't great. The trouble I have been having with my own Flash/Rogue deck post-Zendikar drop is the speed aspect. I am finding that I have too many bombs and my list is too diversified and I am trying to fit in too many cards that I like because I like them rather than for their impact on the game. I wonder if some of that is going on here. I think Slitherwisp is one of those McGuffin cards that looks like it should be tearing shit up like a madman, and you have some counter to try and keep hold of it, but in my experience when you drop a wisp on the board your opponent goes balls to the wall to remove it and unfortunately, there is much more creature removal (and more creative ways to remove creatures) then there is removal of any other type. I want Slitherwisp to be badass too, I love the card art and the ability, but I don't try to build decks around it anymore. Cunning Nightbonder might also be a problem for you here. It makes your Flash cards uncounterable, but I think a smart strategy of playing around counters or making your opponent counter stuff you want them to counter is better and it frees up space for say, Soaring Thought-Thief which will help you get cards into your opponent's graveyard to make Drown in the Loch better. Drown is great because it works like a counter or as spot removal if you need it, but in order to be useful your opponent's graveyard needs to be full. Massacre Wurm is another bomb in your deck that is an AWESOME card. I drew a double-rare pack with a full art Wurm and a regular Wurm in it and I have been fooling around with some Gyruda, Doom of Depths/Massacre Wurm nonsense in another deck. The problem with Wurm in your deck, is without any kind of ramp at best, you can't cast it until turn 6, and in most cases not until much later and by that time your opponent might be overrunning you. Your average converted mana cost is 2.73, which means you could probably trim a land for something else. I'd also look into dropping Shark Typhoon. I have found cards like Jwari Disruption and Glasspool Mimic can help with a crucial ability in a crucial moment, or throw you an extra land when you are getting screwed. Blackbloom Rogue synergizes well with the mill/rogue strategy also while also giving you a possible land in a moment of need. I have been including a limited number of these double-faced half land, half something else cards in place of regular lands in my lists to squeeze in some extra flexibility. Mind Carver is another card that works well with the mill strategy. I'll be throwing up my own Flash/Rogue list here shortly when I am finally happy with it. I went Grixis and splashed Red for Embercleave, Valakut Awakening, Goblin Tunneler, Spikefield Hazard, and Zareth San, the Trickster.

wonderboyrox on YOU get a car! And YOU get a car!

1 week ago

Annaresti Thanks! I'm glad you like it. And yeah, I think Massacre Wurm would make a fine fit for an alt win con, but personally don't see it as a "must have" for Modern due to it's CMC. I think it might be a bit too slow to be competitive. But otherwise, especially for a chill casual game with friends, definitely a solid card that fits the theme well!

Annaresti on YOU get a car! And YOU get a car!

1 week ago

What a fun build. Thanks for sharing this with everyone.

Could Massacre Wurm work with this set up as an alt wincon? Murdering all the gifts, and pinging into oblivion?

Maybe it wouldn't fit, but I want to try it out.

zAzen7977 on LILIANA’S EMBRACE (Rakdos Reanimator - ZNR Update)

1 week ago

Hey channelfireball12345, thank you for your comments! Nullpriest of Oblivion is definitely an option for this build. It’s a good reanimation target for Inscription of Ruin and Lurrus of the Dream-Den. I’ve considered cutting Mire Tritons for the Nullpriests, but the Tritons provide deathtouch, immediate lifegain, and self-mill, and the self-mill is critical for this deck to function. I could also make room for the Nullpriests by swapping out some utility cards for it like Escape Velocity or Thrill of Possibility.

Another issue is that I’ve optimized the list for maximizing Call of the Death-Dweller, so I have chosen not to mainboard any creatures over 3 CMC. My only big creatures are Massacre Wurms on the sideboard, but that may change as I do more testing. The Nullpriest costs 6 mana when fully kicked, and I think this is prohibitively expensive in this build. From my experience, reaching 6 mana can be difficult unless the game goes long (my previous build didn’t run anything beyond 5 CMC), and I would rather run the Wurms or more Inscription of Ruin because of its versatility (being able to discard 2 is very useful to make Nighthawk Scavengers grow). Plus Liliana, Waker of the Dead’s ultimate is achievable and helps bring back creatures during the late game.

To make the Nullpriest more worthwhile from a cost/benefit analysis perspective, I would include it in a control deck running more expensive creatures, more lands, and more disruption so I could take advantage of its full potential. However, I am not dismissing the Nullpriest in this build quite yet. Lots of testing needs to be done.

And I agree about Gruesome Menagerie, that card was really interesting, but the Standard card pool made it difficult to utilize it effectively. When I had 5 mana available, I always wanted to play Doom Whisperer instead. Maybe it can find a place in Pioneer in a golgari build with lots of self mill and ramping, or something similar.

GoblinElectromancer on Slow Bleed Recursion

3 weeks ago

To improve the consistency of the deck you can play more 4 ofs and 3 ofs rather than a lot of 1 ofs and 2 ofs. If there's a card you want to see multiple copies of every game play 4. If you want to see it maybe once per game play 3.

I would play more targeted removal like: Eliminate, Heartless Act, Grasp of Darkness, and possiblely Drag to the Underworld and cut the Epic Downfalls and Eat to Extinctions.

Rotting Regisaur is pretty nice.

Wishclaw Talisman isn't very good unless you play combo because it allows your opponent to tutor for a card to so that should probably be cut.

Massacre Wurm can be a very powerful one sided board wipe that can win you the game.

Insatiable Hemophage has bad synergy with the rest of your deck because it's the only card that cares about mutate so that should go.

Good Luck and nice win rate!

MagicMarc on WINDGRACE | a amazing Land-Deck

3 weeks ago

Some things to do with a Lord Windgrace deck:

Everybody Dies! : Massacre Wurm + Natural Affinity. Have the affinity in play, cast the Wurm when all of your opponents have a lot of land out. All of your opponents will lose 2 life for every land you just killed. If any of your opponents are still alive. Use your crucible and stuff like World Shaper or even Groundskeeperto get your lands back. Additionally, you can add Massacre Girl in place of the wurm but it will only kill their lands if a 1/1 creature is in play and wont do damage to the players. You can also replace Natural Affinity with anything else that makes all lands creatures like Living Plane or Nature's Revolt.

I'm A Fat Bastard! : Before you cast your Craterhoof Behemoth put any of those lands into creatures cards like Natural Affinity, Living Plane or Nature's Revolt into play first! Then when you cast the behemoth, it, and all of your creatures and land creatures will become HUGE!

Kill It With Fire! : Using Scapeshift or World Shaper or Splendid Reclamation while you have Valakut, the Molten Pinnacle in play or in graveyard and Prismatic Omen in play. X number of lands enter play, valakut thinks they are all mountains and you get to spray damage everywhere. You can also put Field of the Dead in the deck and take advantage of that for lots of zombies when you do this event. If you add Ob Nixilis, the Fallen to the mix you can drain your opponents all out while this is going on as well.

Hocus Locus! : With Omnath, Locus of Rage in play and Goblin Bombardment you do something to trigger his landfall a little or a lot. You get a lot of 5/5 elementals who are 4 pts of ticking time bomb damage! At any time, you can sack any elemental to the enchantment. This does 1 pt to any target, then the Omnath trigger does another 3 pts! Just putting lands into play the normal way makes this good. But then when you have a bunch of land in the yard, using Splendid Reclamation is insane with this.

That is all i got for now! Good luck with the deck!

fmastrome2008 on Tribal Horrors

1 month ago

You're missing some of the best cards for a Yarok build. Mulldrifter, Shriekmaw, Sire of Stagnation, Wood Elves, Tatyova, Benthic Druid, Thassa, Deep-Dwelling, and Massacre Wurm are great additions to start with.

The second problem is mana and lands. With a curve at 3.86 and 29 lands, you're going to be mana screwed more often than not. Increase this to 36 lands for consistency and you'll hit your 4th land drop 32.5% more often. Remember, no bounce lands!

Sol Ring belongs in every commander deck. Sorcery land grab spells are great additions as well. Good budget options are Rampant Growth, Farseek, and Cultivate. ~10 slots for mana acceleration is a good rule of thumb to go by.

fmastrome2008 on Double Trouble

1 month ago

Bojuka Bog provides good graveyard synergy without affecting consistency. Also Urborg, Tomb of Yawgmoth is another great addition to mana bases, unless budget is an issue.

Having at least 1 way to permanently reset the board is a great idea (other than CyRift). Consider some combination of Massacre Wurm, Massacre Girl, and Damnation.

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