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And The Wurms Ate Into His Brain (Atla)

Commander / EDH Budget Midrange RGW (Naya) Theme/Gimmick Tribal



Welcome to my attempt at Tribal Wurms. Because most wurms are of high cmc we run alot of ramp and ways to cheat out our Wurms faster. This doesn't leave enough room for alot of the 'tribe matters' cards. The main focus is to just smash through our opponents life totals as fast as possible, keeping everyone on the defensive.

Atla Palani, Nest Tender is good for any 'bigcreature.dec', and though I usually like to stray from popular commanders I feel it was the best choice. For 2 mana we can hatch an egg and drop a critter on the field. Eggs can be used as chump blockers or sacrificial fodder. Also the can be hatched prior to our turn to grant psuedo haste to anything we pull off the top.

Mayael the Anima was at the helm prior to the spoiling of Atla. Other contenders were Samut, Voice of Dissent for the extra haste enabler. Rith, the Awakener would have given us a flying defender as well as an Evasive offense w/token creation, but I think it's a build around type. Everything else just doesn't come close to fitting our theme.

Here lie our slithering beasties.

Armada Wurm : 10 total power for 6cmc, yes please.

Bellowing Tanglewurm : Almost every creature we can produce is .

Carnage Wurm : Pairs well with Warstorm Surge , can also play after an attack, or crack it from an egg.

Deathcoil Wurm : Cares not for chump blockers.

Dirtcowl Wurm : Who's not playing lands?.

Elderscale Wurm : Lucky Number Sleven. Can pseudo flash it with an egg, Belbe's Portal , or Elvish Piper .

Engulfing Slagwurm : Destroy anything blocking before damage, if we give it trample they take it all.

Impervious Greatwurm : Great to cheat out, mana's usually not an issue though.

Mirror Entity : Which came first, the wurm or the egg? It's not sure because it's both at the same time!. Also can turn everything into eggs to crack, making board wipes turn out in our favor.

Novablast Wurm : Wrath on a stick. A long, slimy, slithering stick.

Pathbreaker Wurm : Best buds with any wurm that doesn't have trample.

Pelakka Wurm : Not spectacular, but gains are gains.

Penumbra Wurm : Changes color with death.

Plated Slagwurm : Translation? Big + Hexproof.

Ravager Wurm : With our other haste enablers riot grants +1 so it'll have better stats. Fight will likely be used more than land destro.

Saltskitter : Constant triggers for Elemental Bond , Warstorm Surge , and Gruul Ragebeast .

Shivan Wurm : Cheap and big with a small cost. An ping a dork or our life gain wurm below.

Sifter Wurm : Set up the top deck for Commander ability.

Soul Swallower : Can get out of hand if not dealt with. Though may need to work on achieving delerium.

Worldspine Wurm : Great to have around after a boardwipe.

All we need to make baby wurms.

Atla Palani, Nest Tender : Makes eggs, wurms come from eggs.

Armada Wurm : Comes with a twin buddy.

Birthing Boughs : Makes 2/2 Wurm Eggs which are relevant.

Penumbra Wurm : Dies and replaces itself.

Worldspine Wurm : Leaves behind 3 small children to return turns later hoping they'll understand why it left.

Garruk, Primal Hunter : Lands we should have plenty of by the time we charge up the ultimate.

Nesting Dragon : Play a land, make an egg. Crack an egg, get a dragon AND a wurm.

Sandwurm Convergence : Grounds our biggest problem and creates a critter each turn.

Here we have our ramp, draw, and ways to cheat higher cost creatures out. Most of it is pretty self explanatory so I'll just list them, though some still may get a little blurb.


Ashnod's Altar : Sacs eggs and useless dorks once they've outlived their usefulness.


Druid of the Anima

Elvish Mystic

Explosive Vegetation

Fellwar Stone

Gruul Signet

Kodama's Reach

Rampant Growth :

Sakura-Tribe Elder

Selesnya Signet

Skyshroud Claim

Sol Ring

Whisperer of the Wilds : Ferocious shouldn't be hard to turn on here. In testing.

Alternate Cost

Belbe's Portal : Psuedo Flash/Haste for our tribe.

Elvish Piper : Seems a bit broken being it costs to drop a fattie.


Elemental Bond : 6/29 creatures don't have the power requirement, the odds are in our favor.

Garruk, Primal Hunter : Can be a 5cmc draw spell in a pinch.

Rishkar's Expertise : Can generally refill a hand or more.

Beast Within : Because there are worse things than a 3/3 beast.

Generous Gift : The other white Beast Within .

Krosan Grip : Destruction in a split second.

Naya Charm : Bolt a critter, return a card from the grave, or clear blockers drom our path.

Cleansing Nova : Choices are always good, creatures or A/E destruction.

Decimate : Minor hitch... Requires all targets to be available.

Hull Breach : Wreck one thing or two.

Wrath of God : The Wurm God spares no one.

Darksteel Mutation : While not technically removal, it works in a pinch.

Gruul Ragebeast : Even though you don't talk about it, you will know of the Fight Clubs biggest supporter.

Warstorm Surge : Turn creatures in burn spells.

Engulfing Slagwurm : Give it Trample and all the damage goes through.

Novablast Wurm : Sometimes, there can only be one.

Just stuff that didn't fit into our other categories, and wasn't enough for one of their own.

Lightning Greaves : Haste enabler and protection for anything we don't want dead.

Heroic Intervention : Board wipe counter magic.

Overwhelming Stampede : When you have Wurms...it's never a good thing.

Fires of Yavimaya : A haste enabler with an added benefit for when we want to turn our entire board sideways.

Mayael's Aria : A little bit of fun to increase power, gain life, and possibly win the game.

Rhythm of the Wild : Another haste enabler, though unfortunately not for tokens. Creatures not being able to be countered though is nice.

Xenagos, God of Revels : Moar Powah!!! Because big wurms sometimes aren't big enough.

Fanatical Devotion : Sac an egg, save a critter, get a critter... it's a vicious cycle.

Wurms are big, but apparently not big enough to have reach. That being said it can be seen we have a glaring weakness to flying. So any suggestions to add thing's to help would be great. Also, I suck at removing things so please try to suggest what to remove as well.

Nothing here is set in stone, suggestions are always welcome.

These are the cards that are slated to be replaced. They either lack in performance or just aren't that shiny.

Sandwurm Convergence : I know I said 'glaring weakness to flyers' and this supports both that and wurms... but the cost, is it worth it? Is there better?.

Naya Charm : Seems weak, bolt creature only, recurring a card could be useful sometime, but tapping defenders is it's most used mode so far. Better option?

Cards from the Maybeboard that are being considered to replace those on the chopping block. If you have any thoughts about it, feel free to drop a comment.

Cindervines : Good for pinging, and makes opponents think about what they're playing. Could also force removal.

Flameshadow Conjuring : I like it but feel it would take things in a different direct and require more supporting cards for a copy theme.

Where Ancients Tread : A weaker Warstorm Surge , but 2 is better than 1.

Traverse the Ulvenwald : Again, one of those not sure if good cards.

Twinflame : Great for a big swing, better when we have things like Armada Wurm out so they leave behind tokens or other benefits. Would also be better had we a sac outlet but that feels like moving in a different direction.

Destructive Revelry : cheap, fast, but only for 1 thing. Decimate however can get hung up if missing a target.

Fling : and the related Thud are good for pushing through damage, but the extra cost of saccing a creature is paid even if the spell is countered. For now we have Warstorm Surge but it still may be explored in the future.

Out -->In


Metamorphic Wurm --> Xenagos, God of Revels : If we had more ways to fill the yard the Wurm would be better. Xenagod is a haste enabler and makes things hit harder. Squeezes the budget line, but perhaps we can trim elsewhere.

Enlisted Wurm --> Ravager Wurm : The sole cascade didn't seem worth it. With our other haste enablers riot grants +1 so it'll have better stats. Fight will likely be used more than land destro.

Gravetiller Wurm --> Wurmcoil Engine : Gravetiller is a bit situational and cant be grabbed with Mayael. Wurmcoil is very expensive $ wise... but could be worth investing in if we increase the budget.


Burnished Hart --> Skyshroud Claim : The point was made that 6cmc for 2 lands is not optimal, so we reduced it to 4cmc.

Sakura-Tribe Scout --> Elvish Mystic : The former was included in case of an overflow of lands in hand. However a dork is always useful.

Advent of the Wurm --> Mirror Entity : Eggs = Instant creatures, Making everything an egg during a wipe is almost equivalent to someone casting Cyclonic Rift in your favor.

Crush of Wurms --> Congregation at Dawn : 21 mana total for 6 tokens... while flavorful it can't be hatched.

Urza's Incubator --> Ashnod's Altar : both cost the same, produce the same basically, the latter offers a sac outlet for eggs. (Still debating Thornbite Staff )

Wurmcoil Engine --> Nesting Dragon : Mostly to reduce the budget, increase fliers, and better synergy

Panglacial Wurm --> Gruul Ragebeast : Never have I ever... been able to cast the P- Wurm from the deck. Ragebeast will be in testing.

Argothian Wurm --> Saltskitter : Trying out this bit of fun.

Voracious Wurm --> Whisperer of the Wilds : Want to try this out before going for a 1cmc dork, see how well it works. The ferocious shouldn't be hard to turn on.

Swords to Plowshares --> Generous Gift : Exile is nice, but versatility is better.

Lurking Predators --> Fanatical Devotion : Sac outlet for eggs and saving critters from destruction.

Quicksilver Amulet --> Birthing Boughs : More eggs for more creatures.


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Date added 1 year
Last updated 3 months
Exclude colors UB

This deck is Commander / EDH legal.

Rarity (main - side)

9 - 0 Mythic Rares

36 - 0 Rares

26 - 0 Uncommons

17 - 0 Commons

Cards 100
Avg. CMC 4.38
Tokens 3/3 Elephant, */* Wurm, 4/4 Dragon, 0/2 Dragon Egg, 0/1 Egg, 1/1 Shapeshifter, 4/4 Beast
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