Wurm Rush v3

by drakeraenes on 27 December 2013

Main Deck (60 cards)

Sideboard (15 cards)

Instants (3)

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Deck Description

My most recent update to my wurms. Enjoy!

How to Play

Turns 1-3 try and ramp into as much mana as possible. A good opening will net you upwards of 4 or 5 mana by turn 2. Try to burn through as many land fetch spells as possible while simultaneously trying to get out Hunting Grounds so you can activate its Threshold ability. After you accomplish that, you can either start dropping your wurms when your opponent casts spells or hard cast them.

3 things to keep in mind:
#1: Try not to waste the extra land play from an Explore. If you don't have an extra mana in your hand, but you do have another land fetch spell, go with the land fetch spell.

#2: If you draw Fastbond, PLAY IT! An opening hand with it and a few mana and fetch spells will net you a good turn 1 field presence.

#3: If you find yourself short on cards to meet the Threshold of 7, use Sterling Grove to look for another Sterling Grove. Repeat until you can't use them anymore.

Deck Tags

  • Selesnya
  • Wurm
  • Mana Ramp
  • Casual

Deck at a Glance

Social Stats

3
Likes

This deck has been viewed 1,261 times.

Mana Curve

Mana Symbol Occurrence

2100052

Card Legality

  • Not Legal in Standard
  • Not Legal in Modern
  • Legal in Vintage
  • Not Legal in Legacy

Deck discussion for Wurm Rush v3

Oh, this deck is something pretty tactical. And I like it very much.
All cards that I can suggest are Gitaxian Probe and Street Wraith.
They both let you draw cards while powering up your Threshold.
The lifeloss shouldn't be problem, since you have Elderscale Wurms and Wurmcoil Engines.

0
Posted 07 April 2014 at 18:38

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