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Yes, Wurms

Welcome to my simple primer for the one and only Baru, Wurmspeaker. This is a very straightforward deck in which the goal is to ramp and get out a ton of stupid Wurms. This deck is by no means competetive, but having a board filled with trampling 6/6s can win you games.

I decided to choose Baru as my commander due to him really being the only legendary creature that specifically cares about Wurms. This deck used to be helmed by Grothama, All-Devouring, in which I'd play him when I needed a burst of card draw. With the release of Baru, however, my strategy slightly changed.


Will you like this deck?

I'd say that this deck's strategy is as simple as it gets, so this should be an easy question for you to answer. If you are unsure, however, here are some things you might want to consider:

You may like this deck if you:

  • Want a simple deck with a straightforward game plan
  • Are okay with playing in a single color
  • Aren't looking to play competetively
  • Like wurms and hitting people with them

You may not like this deck if you:

  • Want a deck with a more complex game plan, possibly involving combos
  • Prefer playing in 2 or more colors
  • Don't like making the decision to attack opponents / don't want a deck that plays aggressively
  • Want a deck that is very resilient

How do I play this deck?

This deck's play pattern is pretty simple but I will still go over it.

In the early game the goal is to ramp. We don't have any Wurms that cost less than 5 mana so don't expect to be getting in for damage early. Keep an eye out for value pieces that can draw us cards in the mid-game like Colossal Majesty, Garruk's Uprising or Elemental Bond, as running out of cards won't allow us to follow up on our board state. Although shes not a Wurm, I think that Drumhunter is a pretty cool card in this deck, allowing us to ramp and also draw cards.

In the mid-game the goal is to get out our commander and start playing Wurms. The reason I wouldn't instantly play out Baru early is because he can have a big target on his back. You can easily get screwed by edict effects, or early game removal. I try to wait until there is a more threatening card in play or until I can equip Swiftfoot Boots or Lightning Greaves for protection. Make sure to activate Baru whenever possible. You can even activate his ability on an opponents turn for a surprise blocker. By now, our board should be filling up with huge creatures and valuable enchantments or artifacts. Make sure to put pressure on your opponents by attacking to soften them up. Baru gives our Wurms +2/+2 and Trample, so the damage can start to pile up fast.

In the late game the goal is to start taking out players. By now we should have tons of mana and tons of Wurms to attack with. Here, we are looking to pump up our Wurms even more with cards like Overwhelming Stampede, Return of the Wildspeaker, Defiler of Vigor and Glorious Sunrise to force lethal. The first opponent that you should look to take out is the opponent that you think poses a threat to your game plan.

When assessing threat level, ask yourself these questions:

  • What tricks could my opponent have?
  • Are they in colors that contain lots of board wipes or removal?
  • How much mana do they have open?
  • Are other opponents looking to make a move on us while our defenses are down?
  • Are other opponents looking to help us take down a problematic player?

These questions can help you determine whether or not to attack and who your best target is. It is always best to go after the player(s) that YOU think are the threat. Try not to politic too much while determining who to attack, as taking out the wrong player could cause you to lose. Use your best judgement and stick with your gut.


Other noteworthy things

You might be wondering why I have decided to run both Evolving Wilds and Terramorphic Expanse. We are in mono green after all. Panglacial Wurm is a super fun Wurm that can be played while you are searching your deck. I don't recommend saving these lands specifically to play Panglacial Wurm, but if you draw them later in the game it is something fun you can do if you want.

Usually when I play Garruk, Primal Hunter, I am just looking to -3 him right away to draw cards. If you are in a pinch, though, the 3/3 beasts can be good blockers. If for some reason you are not looking to refill your hand, and if your opponents decide that Garruk is not a threat, that -6 can be extremely deadly.

Rogue's Passage is sneakily good. I don't see this card in too many decks anymore, and I feel that it is especially strong when we can just kill people with this. This card has won me games by itself.


Thats a wrap!

I do plan on updating this deck as new sets and Wurms come out. Hopefully this primer was interesting and gives you some insight into whether or not you would want to play this deck or decks similar to it. Thanks for reading!

Suggestions

Updates Add

I hate to do this...but I have to remove a wurm from the deck. I know that this is absolutely heinous, but I have decided to replace Symbiotic Wurm with Tribute to the World Tree.

In all seriousness, Tribute is a great card in this deck. Having another Elemental Bond type effect in the deck is really great. Out of all of our wurms, I decided to remove Symbiotic Wurm due to his high mana cost.

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99% Casual

Competitive

Revision 9 See all

(1 year ago)

-1 Symbiotic Wurm main
Top Ranked
Date added 3 years
Last updated 11 months
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

6 - 0 Mythic Rares

29 - 0 Rares

24 - 0 Uncommons

12 - 0 Commons

Cards 100
Avg. CMC 4.60
Tokens Beast 3/3 G, Wurm 3/3 C w/ Deathtouch, Wurm 3/3 C w/ Lifelink, Wurm 4/4 G, Wurm 5/5 G, Wurm 5/5 G w/ Trample, Wurm 6/6 B, Wurm 6/6 G, Wurm */* G
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