Wurm Rush v6

by drakeraenes on 14 May 2018

Main Deck (60 cards)

Sideboard (9 cards)

Instants (1)


Enchantments (1)

Submit a list of cards below to bulk import them all into your sideboard. Post one card per line using a format like "4x Birds of Paradise" or "1 Blaze", you can even enter just the card name by itself like "Wrath of God" for single cards.


Deck Description

Version 5
http://www.mtgvault.com/drakeraenes/decks/wurm-rush-v5/

Ramp fast to get your wurms onto the field and wreak havoc. A good opening hand can get you around 4-5 land out on turn one and threats ready to rumble on turn 2 or 3.

If you wish to make it legacy legal, swap Fastbond with Exploration. It's slower but gets the job done

How to Play

Get land as fast as possible using the sorcery land fetch spells to both get you lands and to fill your graveyard for Hunting Grounds. Once you get to that point, you pretty much paint a bullseye on your forehead, so be ready to swing hard. Worst case scenario, Hunting Grounds will get stopped, but because you used a bunch of land fetch spells to fill your graveyard, you should have more than enough land to hard cast almost every spell in the deck.

And don't worry too much about running dry. You'll likely hit 7 Plains to trigger Emeria, the Sky Ruin fairly quickly and consistently, and you'll more than likely have hit Delirium for Traverse the Ulvenwald just from setting up. Fetch fast, drop threats faster, and recur your lost creatures for maximum lethality.

Deck Tags

  • Wurm
  • Legacy
  • Green
  • White
  • Ramp
  • Owned

Deck at a Glance

Social Stats

0
Likes

This deck has been viewed 544 times.

Mana Curve

Mana Symbol Occurrence

2400048

Card Legality

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

Deck discussion for Wurm Rush v6

Search for Tomorrow is a favourite of mine among the land fetch spells. Goves you something to do on turn 1 (Suspend) and puts the land in untapped.
Recross the Paths is another favourite. A little slow, but makes up for that with its readability.
Khalni Heart Expedition is another I like.
I also like to sometimes run Snow lands to double up on Rampant Growth with Into the North.
Nissa's Pilgrimage may only fetch basic Forests, but with your Threshold plan, you should have Spell mastery fairly often.
Shefet Monitor cycles to ramp a land, while Greater Sandwurm only cycles. Both are faily large creatures with viable abilities early game and can contribute to Threshold.

0
Posted 16 May 2018 at 10:39

Permalink

The problem with the sorcery spells you suggested is that aside from search for tomorrow, they all cost 2-3 mana. Search has suspend, but it takes a few turns to get rolling, which only hurts me.As for the cycle creatures, I don't mind the ability and its contribution to threshold. I'd most likely go with greater sandwurm because of the theme, but finding space for it is tough.

0
Posted 16 May 2018 at 14:01

Permalink

Was just spouting whatever came to mind. Glad that at least some of my ramblings helped.

0
Posted 16 May 2018 at 14:29

Permalink

I always look up suggestions I'm given to see if I'll like them better than stuff I'm already using. Sometimes a great option slips through the cracks

0
Posted 18 May 2018 at 08:50

Permalink