Creature — Wurm
While you're searching your library, you may cast Panglacial Wurm from your library.
|Want (2)||Magdalore , Katana|
Printings View all
|Mystery Booster: Store Edition (MYSTOR)||Rare|
Combos Browse all
|Commander / EDH||Legal|
Panglacial Wurm Discussion
2 weeks ago
Sorry to bring the bad news, but this does not work the way you think. You still have to pay the mana cost of Panglacial Wurm.
To quote from the gatherer: ''Casting Panglacial Wurm while searching your library follows all the normal rules for casting a creature spell, except for timing (casting the Wurm this way always occurs during the resolution of another spell or ability) and what zone the Wurm is being cast from. The spell goes on the stack. You have to pay the Wurm’s mana cost and any applicable additional costs, which means you can activate mana abilities while you’re casting the Wurm while you’re searching your library.''
3 weeks ago
What OtherWorldlyShadow said regarding command tower basically is true for Ash Barrens as well. If you use it to fetch for a forest, you could have had the same result with one more untapped mana source by playing a forest instead. 31 lands definitely seems not enough btw. 34 should be better, and I could even argue for 35. More great sources of ramp could be Emerald Medallion and Rhonas's Monument. A wurm card that I really adore is Panglacial Wurm. It has a very unique ability and is massively fun to surprise opponents with.
Looking at your wurms, you have many with combined power and toughness of either 10 or 14, so Wild Pair could be a blast to play.
1 month ago
Panglacial Wurm: I really appreciate unique and weird cards. The wurm is the only kind of its ability, and if you get to flash it out off of a simple fetchland nobody isn't surprised.
Sensei's Divining Top: It's powerful and it helps any deck to be more consistent, no matter how janky it is.
Zendikar Resurgent: It's big, it's splashy and if you ever untap with it, you'll escalate to tge moon and back.
I like green btw.
enpc on Resolvespell
5 months ago
Since you're looking at a card which causes something to happen in the middle of another effect, I would recommend having a bit of a look at Panglacial Wurm which might help smooth out some wording. though I would be careful about cards which manipulate the stack other than just removing cards from it (which are your counterspells).
Alternatively, your spell could give the target card hexproof (or a hexproof like effect) and make it uncounterable while it's on the stack. I mean Lightning Storm is an instant with an activated ability and counters on in after all.
6 months ago
Made some changes based on your suggestions, let me know what you think. Longish read condensed.
Argothian Wurm : Early game goodness, late game could slow us down facing certain decks that can abuse lands.
Naya's Charm: I have mixed feelings about. 3dmg to creature only feels like a waste. Returning a card from the yard could prove useful if commander tax adds up. Lastly and most used is clearing a path to swing. Should this slot be filled with a better removal spell, or is there worth I'm missing here?
Lurking Predators : Our new commander has a similar ability that's less annoying. Also its not a 'May' trigger so we could potentially be forced into casting our deck into a wipe.
Mayael's Aria : There's no other counter synergy in the deck, but bigger is always better. Surprise wincon? Slot in something better?
Garruk, Primal Hunter vs Vivien Reid : One or both? Garruk protects himself on the ground, draws cards, and makes a mess of Wurms. Vivian finds critters, destroys flyers (glaring weakness in the deck), and an emblem to boost our field. Both technically have the same turn clock to go off except Garruk can be used as a 5cmc one shot draw spell, whereas vivian can minus and have points remaining.
Something else I've been mulling over is what to replace these last 2/3 with... as they are no longer as useful, at least not all of them. Piper may have a use to stay being: a) it's a creature that can be egged, and b) with a haste enabler out it can be 5cmc for 2 creatures.
Belbe's Portal : 8cmc(5/t:3) investment for 1 creature limited to type.
Quicksilver Amulet : 8cmc (4/t:4) investment for 1 creature
Elvish Piper : still may have it's uses. 5cmc (4/t:1) investment, haste enabler preferred prior to casting.
8 months ago
I have a slightly different take on the Shared Fate archetype. The traditional method of making the deck is to not have any win conditions, and win by stealing your opponents' things. The problem is that this leaves you open to all the opponents' mischief. And any removal spell that you can use to slow them down will be used against you when you cast a threat from their library. This almost guarantees the opponent will always have a superior board position: anything you have that is good against their board before Shared Fate will be good against you after.
So, what you want are cards that break the symmetry:
Suspend: Suspend cards can only be suspended from your hand. An opponent could not suspend Ancestral Vision , and could not cast it for its mana cost, effectively making it a blank card under Shared Fate. Other suspend cards like Ith, High Arcanist or Mindstab , the opponent would have to wait many turns before being able to cast, if it even did them any good.
Flashback: These are generally symmetric. Before Shared Fate, you can cast it twice. After Shared Fate, the opponent can cast it, and then you can cast it. Lingering Souls is the best one, because it's cheaper for you to flashback then for them to cast.
Aftermath: I'm sure you heard this before, but the opponent can get the first half of the spell, but only you can get the aftermath half. These vary wildly in usefulness, but Never Cut Rags Spring Farm Start are all worth considering, especially because you can still get the first half before Shared Fate is on the battlefield.
Eternalize: These cards work differently from your graveyard, allowing you to actually have win conditions. Consider, for example: Proven Combatant . Before Shared Fate, you have a 1-mana 1/1. After Shared Fate, your opponent gets a 1-mana 1/1, but you get a 6-mana 4/4. Bonus points, because it's a zombie and cannot be targeted by Victim of Night , allowing you to have removal spells that can kill the opponent's creatures, but the opponent cannot use to kill your eternalized creatures. Of these, Adorned Pouncer , Sunscourge Champion and Dreamstealer are the pretty good, but Champion of Wits is absolutely nuts: eternalizing it with Shared Fate on the battlefield is "draw 4" with no drawback.
Dredge: You can choose which draw replacement effect replaces your draw, allowing you to dredge even from under Shared Fate. This means you can always get your Darkblast . Bonus points if you're using Aftermath and Eternalize cards.
Origins Flip Planeswalkers: This cycle of 5 specifically says to return it to the battlefield under its owners' control, so an opponent could never control them in their planeswalker form. I saw you had the blue one in your deck, but only Liliana, Heretical Healer Flip can be forced to transform against her controller's will (the opponent will still get the 2/2 zombie she makes).
Cycling: Cards that cycle must be in your hand, but there are a few important cards to consider: Gempalm Polluter and Krosan Tusker don't have any abilities for casting them normally, only cycling. Faerie Macabre isn't really cycling, but it is important because it is one of the few graveyard hate spells the opponent cannot use from under Shared Fate.
Recover: These cards from Coldsnap allow you to keep putting the card back in your hand from your graveyard, if you have the mana to do so. None of the cards its printed on are particularly good, but of these Sun's Bounty , Krovikan Rot and Grim Harvest might be the closest to playable. It's too bad there aren't more good cards in red for Shared Fate, because Rekindled Flame is pretty sweet.
Other: Fragmentize can kill a Leyline of the Void but not a Shared Fate . Damping Matrix and Damping Sphere work regardless of who played them. You'll be able to cast Panglacial Wurm when cracking a fetchland you got from the opponent's deck. If you have any targeting spells or abilities that only you can repeatedly use (like Darkblast ), or ways to exile it from your graveyard that only you can use (like Bone Dragon ) then Eternal Scourge can provide a lot of value.
You're probably wondering about how any or all of these ideas fit the theme of Shared Fate, and the answer is simple: unlike the traditional style, where you're trying to beat them with their deck, these ideas center around a Shared Deck; both you and the opponent will be playing your cards, and it doesn't really matter what's in their library. Sure, their cards give you more options, but the idea is that you can win without ever casting anything of theirs.
9 months ago
I think I might try Gaddock Teeg ; it seems good against a lot of the cEDH meta. I'm just concerned with it preventing my own spells from being cast.
As for Seedcradle Witch , I don't think its combo with only Wirewood Channeler makes it good enough. I'd rather play Sword of the Paruns if I wanted a combo piece that also is good at reusing Selvala, and I cut that a while ago for being to slow and mana intensive.
Finally, as fun as Panglacial Wurm sounds, I enjoy being friends with the judges and players at my LGS, and would like to not give them this headache of an interaction. In addition, it would only work once before people knew how to deal with it, and the free scry whenever I search my library doesn't seem worth the card slot.
Thank you for your suggestions!
9 months ago
Jacob's recommendations: Animist's Awakening , Archetype of Endurance , Asceticism , Collective Voyage , Finale of Devastation , God-Eternal Rhonas , Mosswort Bridge , Nykthos, Shrine to Nyx , Rogue's Passage , Selvala's Stampede , Tempt with Discovery , Traverse the Outlands , Vivien, Champion of the Wilds , Yeva, Nature's Herald