Wort, the Raidmother
Legendary Creature — Goblin Shaman
When Wort, the Raidmother enters the battlefield, create two 1/1 red and green Goblin Warrior creature tokens.
Each red or green instant or sorcery spell you play has conspire. (As you cast the spell, you may tap two untapped creatures you control that share a colour with it. When you do, copy it and you may choose new targets for the copy.)
Printings View all
|Commander 2020 (C20)||Rare|
|Modern Masters 2017 Edition (MM3)||Rare|
Combos Browse all
|Commander / EDH||Legal|
Recommendations View more recommendations
Latest Decks as Commander
Wort, the Raidmother Discussion
2 months ago
Melek, Izzet Paragon and Swarm Intelligence are the best high CMC cards in the precon. Wort, the Raidmother is also good because of conspire especially with Young Pyromancer's red Elementals with red instants such as Comet Storm. Conspire is also a way to tap Kalamax, but a reason to not play Wort is because conspire doesn't work with mono blue cards. Blue instants and Drakes/Birds don't work with conspire and they're some of the strongest cards with Kalamax. The other 6+ CMC cards could be on the chopping block.
The avg. CMC of the precon is high at 3.6 therefore some cuts to consider would be to reduce this number. An example of a cut is Djinn Illuminatus for Springleaf Drum (cut a 7 CMC card for a 1 CMC card). The precon has a lot of creatures which is understandable since new players like to play with creatures. In my opinion Kalamax is better with a spellslinger theme which means less creatures and more instant/sorceries.
With spellslinger the low amount of creatures you want to play should provide repeatable draw or other repeatable value when you cast an instant or sorcery since these effects help Kalamax and have good interaction with him. Eon Frolicker and Nascent Metamorph should be on the chopping block.
Would you like more help with making changes?
2 months ago
Never seen a shaman deck before! Very cool. You might like these: Runed Stalactite, Amorphous Axe, Birthing Boughs, Irregular Cohort, Second Harvest, Evolutionary Leap, Heirloom Blade, Illusionist's Bracers, Thornbite Staff, Bloodline Shaman, Congregation at Dawn, Ghired, Conclave Exile, Wort, the Raidmother, Vitu-Ghazi Guildmage, Circle of Elders, Dwarven Thaumaturgist (he can pop your eggs + he looks funny)
3 months ago
Wort, Devious Auntie
Legendary Creature-Goblin Elder
Whenever you copy a spell or cast a spell from somewhere other than your hand, create a 1/1 red and green Goblin token.
At the beginning of your upkeep, flip a coin. If heads, until end of turn, whenever you cast an instant or sorcery, it gains Conspire. I tails, until end of turn, instants and sorceries in your graveyard have Retrace.
both an elder, and a bit of a wildcard, so to speak. Based off of Wort, the Raidmother. Make another Elder or a card for Gruul Spellslinger in commander.
3 months ago
Now, neither of these creatures directly draw cards...most commanders in these colors don't...but they provide card advantage in other ways. Meren through her ability to re-use creatures...think of your graveyard like your hand. Wort through her ability to double your spells using creatures, making one instant/sorcery into two.
4 months ago
Legendary Enchantment - Aura Curse
Enchanted player can't cast creature spells with converted mana cost greater than 3.
Whenever enchanted player casts a spell, counter it unless that player pays .
Whenever the enchanted player casts a spell with a converted mana cost greater than the number of lands they control, Ojutai's Curse deals 5 damage to them.
Temur () is my least favorite wedge/shard. I like stax, aristocrats, and resource-denial oriented control (Lantern Control and 8-rack styles more than more traditional control).
I'd like a Temur commander you think I'd like, or at least one you'd like, if you don't feel like speculating. I just require it does something Temur doesn't have a commander for. Here are the existing Temur commanders and my sense of their themes:
Illuna, Apex of Wishes, which either incentivizes running only one or two nonland permanents or top-deck manipulation and mutate/bounce effects.
Intet, the Dreamer is largely about top-deck manipulation
Kalamax, the Stormsire is about instants and copying effects.
Maelstrom Wanderer is a combo-build using its cascade trigger.
Omnath, Locus of the Roil is Elemental Tribal with Landfall.
Riku of Two Reflections is interesting in that it works both with nontoken creatures and nonpermanent spells. Lutri, the Spellchaser would be ideal, were it not banned, lol, but Wort, the Raidmother, Dualcaster Mage, and Naru Meha, Master Wizard are definitely core to the spirit of its function.
Surak Dragonclaw. is about stompy creatures and maybe Trample-tribal
Yasova Dragonclaw is a voltron-style commander
Animar, Soul of Elements is for artifact creature and morphs.
4 months ago
6 months ago
Honesty not sure if this is a good add (very hit or miss) but I think that knowing of its existence is nice... Mindclaw Shaman.
Lastly, Izoni, Thousand-Eyed will generate a ton of tokens (you have 40+ creatures in your deck) and can be a ok sac outlet.
Hope you found these suggestions insightful! +1
8 months ago
Yeah, thanks for the upvote :)
I've had a lot of fun with the deck so far. I haven't managed to get much out of the Wild Pair package. Since there are no actual tutors in the deck for getting out enchantments that's been a bit difficult.
I'm actually considering Gamble and Long-Term Plans as 'soft' tutors purely for the Wild Pair and once I've got that for cards such as Vicious Shadows and Warstorm Surge .
The deck is still pretty new, and I'm still fine-tuning it. I've now only played it four times since I've been busy with other stuff lately:
- Game 1: Won through getting value out of an early Momir Vig, Simic Visionary , keeping it safe with the counter creatures and smashing face with Forgotten Ancient and Master Biomancer making my team bigger.
- Game 2: It was a five-player game where the first one to knock the two opponents directly to the left and right of you wins: Kept board-control and ramp up with Yasova Dragonclaw and Perilous Forays . Almost died to a ridiculous Arixmethes-huge-stompy-creatures deck, but turned it around with the Reins of Power I was sitting on (such an over-performer). And later shared my victory as our shared opponent got knocked out by the other player.
- Game 3: regrettably had to spend most of my time and resources on an Orzhov player that kept recurring the Elesh Norn, Grand Cenobite that rendered the rest of my cards mostly useless. Later everyone got kicked out by a combo player going off
- Game 4: Didn't win, didn't get quite the engines going that I wanted to. But the game (5-player FFA) was crazy enough as it is.
I would say that for now the deck is good enough at battlefield control (particularly creatures), but as I mentioned I want to look into options that make the Wild Pair actually work (in none of the games I drew it so far).
I've since added Warstorm Surge , because that card can do stupid things once you get something like Glen Elendra Pranksters or other bounce and some ramp or control creatures. I've added Ambush Viper to go along with that. Swapped those for Llanowar Elves (in our meta often not dependable ramp since it's too fragile) and Briarhorn , since it having flash mattered less for the creatures it could look up and Yasova can usually steal enough interesting creatures with just 4 power.
Apart from the tutors I'm considering adding Purphoros, God of the Forge , since the incremental damage can quickly add up and the +1/+0 is actually really nice for Yasova, but I only have one copy of Purph and it's a key part of my Wort, the Raidmother deck.