These finalists are a cut and a class above the competition. They have overcome a deep pool of opponents, faced a wide array of strategies, knocked out the competition, taken the game to its core.
In third place, Wurms.
Mighty and destructive, wurms dominate with their control spells. Wurms can smash anything, even the most aggressive aggro tribe (knights). Damnation blows up all creatures, Mind Shatter takes out all the reserves, Maelstrom Pulse eliminates vital combo pieces or single threats.
It’s a formidable play, especially when this wurm shows up.
The “curb stomper”, Massacre Wurm will single-handedly munch an army while setting up the counterattack. Chump blocking it will not do much good. It can also bite a hugeeee chunk of an opponent’s life before starting to move. Deadly. Deadly. Deadly.
Panglacial Wurm is the ultimate trump card when holding a hand full of nothing. Because it can jump from the library, the only creature in the game that can do so. Fetchlands, land search, all trigger it. Once on the battlefield, that 9 power will break jaw.
Life can get low playing control, so, its nice to get out of burn range. Wurmcoil Engine does that, and it’s also a tough, deathtouching SOB. Things are seldom bigger than a wurm, but they do exist, in which case, it dies anyway. Killing the wurmcoil engine will only make them….TWO wurms. Double trouble.
And wurms will literally never die, as long as Elderscale is on the table. It bumps the player’s life to seven, and then keeps it at seven forever. Entire armies, even Gods, cannot penetrate this defence. The only way is to kill the Elderscale Wurm.
Wurms are the definitively the best defensive player on the block. Very little slips past them. If the opponent tries to bum rush with a big army he is destroyed with a big advantage. If the opponent sandbags his threats and cautiously summons them one by one, then Wurms will eat everything from his hand.
Zero correct choices to be made.
One additional benefit of Mind Shatter is, it destroys the opponent‘s defensive removal saved up for the Wurms. Big plus in the control vs control matchup.
Redundant defences give additional security. Maelstrom Pulse cleans up pesky non-creature permanents (such as Equipment, Planeswalkers or Combo pieces) that need taking care of.
Crime//Punishment is more expensive, but can sometimes hit multiple. It also bypasses Protection or Hexproof because it doesn’t target. Which is ironic, because Knights had this Mirran Crusader which was Protected from both Black n Green.
Wurms are Black n Green, and yet gobbled up the knight with no difficulty whatsoever.
It’s not all kill spells and massive wurms. The engine needs fuel. Mana is produced by the Kamigawa-era sorcery and snakes. The land-thinning effect sets up higher card quality in the lategame.
Garruk, Primal Hunter has proven to be a worthy pew Commander of Wurms. He can repeatedly summon minor beasts, or draw a lot of cards. Opponents who ignore (or are unable to deal with) him will someday find themselves staring at ten or more giant Wurms. Wurms managed to pull this off once under tournament conditions.
Lastly, a double-edged gamble which steadily improves your position at the cost of slowly murdering you. Usually not casted versus aggressive burn or aggro decks. But Wurms have several ways to gain life. Phyrexian Arena has a place in this type of strategy.
The full decklist: Nom Nom Wurms
- Colors: Golgari (Black Green)
- Nature: Ramp Control
- Offensive Feats: Trample, Life Loss
- Defensive Feats: Mass destruction, mass discard, nonland permanent removal, deathtouch, lifelink, life locked at 7
- Speed: Slow