Siege Wurm

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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
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Pioneer Legal
Planechase Legal
Quest Magic Legal
Vanguard Legal
Vintage Legal

Siege Wurm

Creature — Wurm

Convoke (Each creature you tap while playing this spell reduces its cost by or by one mana of that creature's color.)

Trample (If this creature would assign enough damage to its blockers to destroy them, you may have it assign the rest of its damage to defending player or planeswalker.)

Balaam__ on The Projects: Budget Urban Development

2 years ago

Thanks michaelqdoherty this one came together really well. I think Bayou Groff is worth considering; when I built this I threw in Siege Wurm as a placeholder beater and kinda forgot about him.

michaelqdoherty on The Projects: Budget Urban Development

2 years ago

I was originally toying with this type of deck but in red and using Gorilla Shaman and Goblin Tinkerer and Roiling Terrain. This is a cool take on it. Bayou Groff might be a good replacement for the Siege Wurm it'll come out before your landshaper and draw fire.

Spisepinden on The Projects: Budget Urban Development

2 years ago

It's a damn shame this deck can't run Liquimetal Coating :P I love the theme!

As others have stated, the plan hinges on a fragile creature. Having Vines of Vastwood or Apostle's Blessing can be helpful, but if your Myr gets killed, it might be useful to have something like Evolution Charm to bring it back from the graveyard. You're probably not going to use the flying mode often, but being able to search for a land in a pinch is a great secondary option to keep it from being a completely dead card. The instant speed is nice as well.

Beyond that, a card like Nullmage Advocate might be a useful way to keep the land destruction going without relying on draws all the time. The cards you return to your opponent's hand won't matter since they have no mana to cast them, meaning they'll likely end back in the graveyard at your opponent's end step. And even if you're returning lands, the Advocate will happily flatten them over and over again, at no card disadvantage to you.

Other sources of destruction could come in the shape of Mwonvuli Acid-Moss and Conclave Naturalists, though the former might be a bit too slow while I could see the latter competing a bit with the Siege Wurm and Tangle Golem. There's something to be said about card destruction on legs, though.

Card drawing options are a bit far fetched for green, but if you're really desperate, Bonder's Ornament and Arcane Spyglass are probably your best options in case the game goes long.

On a final, sort of side-tangent note, even though I know the deck is mono green and almost certainly benefits from being able to ramp with a single color, I still feel that it would be a shame to not at least mention a card like Sanctum Gargoyle.

Happy deck brewing!

Balaam__ on The Projects: Budget Urban Development

2 years ago

Thanks Altoman. I’m still relatively new to Pauper as a format, so I’m in the process of learning the cardpool. You’re right about the fragility of the key card, of course, and I’m glad you pointed out Apostle's Blessing—I always forget that’s a common. Vines of Vastwood is great too, and I’ll add both to the Maybeboard until I determine how to adjust the maindeck. The deck performs reasonably well as is, owing to the breathing room gained by interfering with the opponent’s mana base, but I agree that if there’s an effective way to protect the core strategy then that’s the best course of action.

I will definitely consider replacing Siege Wurm with Tangle Golem (never saw that before, that’s a new card for me!). I haven’t had much issue ramping up to the wurm’s cmc, but the golem appears to be an all around improvement. Fading sounds kind of sketchy so I’ll pass on Blastoderm.

Many thanks for the overview, you’ve given me a lot of great suggestions here!

Altoman on The Projects: Budget Urban Development

2 years ago

What a nice deck. I love it. However I think it might be a little fragile. You rely heavily on a 1/1 and you don't have a way to remove anything that the opponent placed on the board.

You are tapping most of your creatures so you won't be able to use convoke from Siege Wurm. I suggest replacing it with Blastoderm or Tangle Golem or maybe go wild with Ulamog's Crusher. :P

A 1/1 is fragile. You have a pretty low mana curve and you are using mana creatures so you don't need 20 forest. I would remove 4 of them to add Vines of Vastwood and/or Apostle's Blessing.

Wuzibo on Opinions on mono G cEDH

4 years ago

I pulled yisan in my 2015 fat pack. I laughed and thought 'what is this guy'. The whole design of yisan is hilarious to me. A bard with 'verse' counters. And his ability is dummy strong. Reclamation Sage or even just Elvish Mystic early, anything up to Siege Wurm or Elderscale Wurm mid and even Emrakul, the Aeons Torn or other, less powerful and less big but still threatening eldrazi. I didn't have any counter manipulation, though, so i used sac outlets to reset his counters, or swung with him or something. Even still, as just a casual play deck(my competitive decks were daretti and Kaalia of the vast), he was strong. I didn't even run good green stuff. One of my best threats was Ivy Lane Denizen , for perspective. I didn't have a lot of the green ramp stuff like dorks and land enchants because this is my only green deck. It's still passably good.

I'd go with him out of the three you mentioned. The flash ability is kinda nice, but doesn't do anything game winning on its own, like yisan's 'tutor value and big shit and win'. Selava may potentially benefit opponents, but her ramp is nice. I think you definitely want yisan though.

Nanande on Trostani lifeparty!

5 years ago

I would definitely add these cards: Phyrexian Processor , Phyrexian Rebirth , Slime Molding (better than it looks since paying 11 mana will give you a 3 mana 10/10 each turn after), Vitu-Ghazi Guildmage (populate mana-sink late game), Parallel Evolution , Illusionist's Bracers (populate twice, for the same price!), Acidic Slime (just an awesome green staple), Sakura-Tribe Elder , Phantom General , Angel of Sanctions (INFINITE REMOVAL EACH TURN!), Beast Within (staple removal in green), Budoka Gardener / Dokai, Weaver of Life (mana acc and lategame big tokens in one)

I would consider these also: Worldspine Wurm , Parallel Lives (awesome, but a bit $$$), Rootborn Defenses (stops a board-wipe and pops), Trostani's Judgment (high cmc, but good value), Overrun (probably wins you the game if you have a few creatures out), Hydra Broodmaster , Austere Command (wipes opponents' boards, but a bit $$$), Elspeth, Sun's Champion , Elspeth Tirel (both Elspeths have great board wipes for token decks), Oblivion Ring , Yavimaya Elder , Ajani Goldmane / Ajani, Caller of the Pride (both have great synergy with big lifegains), Baloth Cage Trap (P.S you can play this and populate as combat trick!), Beast Attack (the flashback makes this a good comeback-card in case of board wipe and you need to get the pop-engine going), Blade Splicer (very powerful early-mid game)

I would 100% cut these cards: Take Heart , Centaur Healer , Healer's Hawk , Parhelion Patrol , Candlelight Vigil , Conviction , Noble Purpose , Flight of Equenauts , Siege Wurm , Bounty of Might (no trample=hard to use)

I would also consider cutting these: Lone Rider  Flip, Sumala Woodshaper , Sunscorch Regent , Verdant Eidolon , Scatter the Seeds , Wake the Reflections , Ajani Unyielding

Caerwyn on Siege wurm

5 years ago

First, please link your cards using double brackets, like so:

[[Siege Wurm]]

Siege Wurm

This makes it a bit easier to give you an answer as those responding can quickly look at the relevant cards.

Now, on to your question.

Let's start with the rule for Convoke:

Rule 702.50a: Convoke is a static ability that functions while the spell with convoke is on the stack. “Convoke” means “For each colored mana in this spell’s total cost, you may tap an untapped creature of that color you control rather than pay that mana. For each generic mana in this spell’s total cost, you may tap an untapped creature you control rather than pay that mana.”

Breaking that down further, let's define generic mana and colored mana.

Siege Wurm costs

The is what is known as generic mana--this can be mana of any colour, so long as you pay a total of 5 mana.

The is colored mana--you must pay Green mana in order to satisfy that part of the cost.

Now, let's look at three different Blue and Red creatures, and the implications for convoke.

Goblin Guide is mono-Red, and, as such, when using it for Convoke, you can either tap it for or . Storm Crow is mono-Blue, so it can only be tapped for or . Goblin Electromancer is both Blue and Red, so it can be tapped for , , or .

Since none of these creatures are Green, they cannot pay for the in the casting cost of Siege Wurm . As such, you will need to either add Green creatures or add a source of Green mana.

I would like to note, there is a way to cast Siege Wurm without adding any sources of Green mana. Let's look at Slippery Bogle . Because it has a hybrid mana symbol, , it can be cast just using Blue mana sources, but is both Blue and Green. As such, it could be used with Convoke to tap for . Overall, I would probably avoid putting Siege Wurm as a finisher in a Red/Blue deck, but I wanted to let you know that there was a way to do that, if you were so inclined.

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