Vigorspore 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
Historic Brawl Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Modern Beyond Horizons Legal
Oathbreaker Legal
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Pioneer Legal
Planar Constructed Legal
Planechase Legal
Quest Magic Legal
Vanguard Legal
Vintage Legal

Vigorspore Wurm

Creature — Wurm

Undergrowth — When Vigorspore Wurm enters the battlefield, target creature gains vigilance and gets +X/+X until end of turn, where X is the number of creature cards in your graveyard.

Vigorspore Wurm can't be blocked by more than one creature.

Boza on The Guildmage Cycle

6 years ago

There is a difference, but honestly, Guildmages were never playable outside of Limited and maybe a few in commander, but never in standard. There is no difference between tapping and not tapping for the ability, unless you want to activate it two or more times. And if you can afford to activate your guildmage twice in any format, you are probably already winning.

In constructed, even though the guildmages have to tap, I think that it is OK. League Guildmage is great in Limited and both abilities are OK in Standard, where you can never realistically expect to activate the ability twice.

Legion Guildmage having the ability to push early damage with its first ability and late game damage with its second one is exactly what the guild wants to do in Limited.

Selesnya Guildmage is less useful, but your Rosemane Centaurs having trample or not is a really big deal. Heck, your Flight of Equenauts being chumped by a Bird token from Murmuring Mystic feels awful. And the second ability takes over the lategame in a stalemate.

Swarm Guildmage has two very useful abilities. The small ability is useful versus aggro, where golgari really struggles to trade efficiently. The large ability is useful as a game ender. Making Vigorspore Wurm unblockable is a huge deal that has won me multiple games. And in combination with something like Izoni, Thousand-Eyed, it is amazing.

House Guildmage being an instant-speed source of surveil at a good price is incredibly important in the early game to power up your Disinformation Campaign and Dimir Spybug and filtering away lands in the late game. Locking down a powerful creature is an underestimated ability.

TLDR - They have uses which you have chosen to dismiss for unknown reasons. Maybe not as much in commander (though I would still have both Swarm Guildmage and Korozda Guildmage in my izoni deck) though.

David_H18 on Deck Advice Needed

6 years ago

Hey Gloomy-Butt, if you're looking for advice, you have to get your mana curve down. A one drop like Pelt Collector will help you do that and get off to more fast starts. This deck is also screaming for Steel Leaf Champion. I would cut Vigorspore Wurm and Primordial Wurm for that. If you can, Nullhide Ferox will give opponents fits, especially if you can get him out turn 3. Chromatic Lantern and Manalith are way to slow for what you are trying to do. Ghalta, Primal Hunger as a three of would be great. I'd also pull Traveler's Amulet. With no card draw, you are looking for a turn 5 or 6 win. Otherwise, your opponent is going to out-value you. Your instants and sorceries are also not helping you here. Thrashing Brontodon is going to help you curve out, and it will take the place of Naturalize, while still helping you swing. Kraul Harpooner will do the exact same for Pierce the Sky.

Overall, right now your deck will get outpaced by aggro, and waits to drop relevant creatures until control already has answers. I think that's why your deck is unplayable right now. Keep fighting and making changes though! I have a green red stompy deck that is very similar to this that wins quite a bit. And as always, have fun!

dusterGGG on Abzan Tomb

6 years ago

I'd be happy to help EPICSpider23, grave based decks are my jam. To get off the ground you need creatures in your graveyard; the best budget option for this being a set of Glowspore Shaman pulling double duty by milling 3 and letting you ensure a land drop next turn if needed, followed by a mix of Ixalli's Diviner and Seekers' Squire, Stitcher's Supplier being a bit more expensive option. Path of Discovery may also be a sleeper for this deck that is worth testing with the amount of creature recursion and token production you'll have going on. Black gives you fantastice reanimation options, I'd personally take out some or all of of Bishop of Rebirth and 1 Teshar, Ancestor's Apostle to add in 1-2 Isareth the Awakener depending on how heavy you want to go on black, and a mix of Whisper, Blood Liturgist and Journey to Eternity  Flip. Bone Dragon has fantastic synergy with Desecrated Tomb because you get one trigger when you pay the cost of its ability, and another when it resolves so it would make a nice one of. I'd put in one or two higher CMC reanimation targets that will win the game as well such as: Lotleth Giant, Vigorspore Wurm, Izoni, Thousand-Eyed, Vampire Sovereign, or Pelakka Wurm; you can use discard tech like Macabre Waltz to help get them out of your hand if you find them difficult to cast. You also are seriously lacking removal: Cast Down, Vicious Offering, Price of Fame, and Seal Away are all fantastic options. You'll have to figure out how to balance the mana base yourself based on the weight of each of your colors. The last peice of advice I can give is to remember that this is your deck and only you have to like

automne on LILIANA'S CHILDREN - Zombie Tribal [Ret.]

6 years ago

I'm really liking this deck! You mentioned splashing green, have considered including the cards you mentioned and something like Vigorspore Wurm with Rise from the Grave? Rise from the Grave is pricey but can make a milled Vigorspore Wurm a zombie plus it's undergrowth mechanic. Thoughts? Looking forward to seeing where this deck goes!

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