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acdcrockz01
01-12-2008, 05:05 PM
Time-Thinner Wurm
Suspend 2 BR2
Vanishing 2
Time-Thinner Wurm cannot be the target of spells or abilities.
When Time-Thinner Wurm comes into play or leaves play, it deals its power to target creature.
6/7
"The time rifts affected everything. They even affected the wurms. But the wurms learned to use them to catch their prey even in the future."

Wurm From the Beyond
BB2
BB:Wurm From the Beyond phases out.
When Wurm From the Beyond phases in, return a copy of "Wurm from the Beyond" in your graveyard to play.
3/1
"Normally, an oddity of a species is cast aside. This wurm is different from the others, but at the same time, every time we see one, there are more with it. -Simic Field Notes"

Hunted Wurm
G2
When Hunted Wurm comes into play, Put a 1/6 bird token with flying into play under their control.
6/1
"They say the early bird catches the wurm..."

"Wow That's One Big Wurm" Wurm
GGG3
Fear
Wurms you control cannot be the target of spells or abilities.
4/2
"Most people only get out the first W before they become lunch."

Wurmblast
Instant
GG
In addition to Wurmblasts mana cost, sacrifice a Wurm.
Wurmblast deals X damage to target creature where X is the sacrificed Wurm's power.
If X is greater than 4, destroy target land that player controls.
If X is less than 4, put a wurm of equal or lower power than X.

hachihyaku
01-13-2008, 09:44 PM
Fixed for templating:

Time-Thinner Wurm
Suspend 2 BR2
Vanishing 2
Shroud
When Time-Thinner Wurm comes into play or leaves play, it deals 6 damage to target creature.
6/7

Does it not have a mana cost?
Changed "damage equal to its power" to "6 damage" because the former is needlessly complicated. Will it ever matter?
It seems more GR than RB to me. It's definitely not black.


Wurm From the Beyond
BB2
BB:Wurm From the Beyond phases out.
When Wurm From the Beyond phases in, you may return target card named "Wurm from the Beyond" from your graveyard to play.
3/1

Phasing is complicated and there's got to be a better way to do this. Phasing by itself on this guy is annoying enough, but when you make it so he's basically unkillable in multiples, your drafts become "Who gets the most of these guys." Consider that you can phase the guy out with combat damage on the stack, or in response to any removal, even mass removal. And whenever you do it, you get a dead one back. This card is basically broken as written.


Hunted Wurm
G2
When Hunted Wurm comes into play, Put a 1/6 green Bird token with flying into play under target opponent's control.
6/1

I guess it's fine, although I'd make him cost 2GG.


"Wow That's One Big Wurm" Wurm
GGG3
Fear
Wurm creatures you control have shroud.
4/2

Green does not get fear. Ever. There are zero mono-G creatures with fear. This guy does not have fear.
He's probably fair as a 4/3 or 4/4, as long as he's rare.


Wurmblast
Instant
GG
As an additional cost to play ~this~, sacrifice a Wurm.
Wurmblast deals X damage to target creature, where X is the sacrificed Wurm's power.
If X is greater than 4, destroy target land.
If X is 4 or less, put an X/X green Wurm creature token into play.

This is an odd combination of totally broken and unplayably narrow. On the one hand, you're flinging huge guys around, LDing, and getting better guys in return. On the other hand, it only hits creatures, LD is meaningless by the time in the game you've got Wurms in play, and is usually a guaranteed 2-for-1 against you.
I just don't really like this card.