Dungeon Wurm2GG Creature — Wurm
Haste, trample
Whenever Dungeon Wurm becomes the target of a spell or ability, sacrifice a land.
Whenever Dungeon Wurm becomes blocked by two or more creatures, sacrifice a land. "The darkest dungeon is the Earth—and its darkest keepers take no prisoners."
5/6
Alt. Flavor Text
"You'd never want to keep one as a pet. It will eat out of house and loam—garden and gnome—dungeon and throne."
This might be your best designed card yet. It has a significant draw back but not so harsh as so lose the game if you lose this creature. The stat line is large enough to require two creatures on curve to take it down. And the haste trample combo is the best legal green keyword combo available. All this without crossing into absurd territory. The only criticism I feel like leveling at it is the use of the word dungeon in its name right after we introduce the dungeon mechanic and it has no correlation. Bravo 9/10.
I agree mostly with user's feedback. Playwise, its strong on turn 4 and almost guaranteed to hit for damage at least once, but it also 2-for-1s you if they have a kill spell (or worse, bounce it before you get to attack, and you have to sac a land if you want to pump it so its hard to protect as well.
The Dungeon name would be fine most times in a vacuum. With forgotten realms just out now, it does create an expectation of venturing because that's on the forefront of people's minds, but thats not really a problem any other time.
I think if Questing Beast didn't exist I'd say this had too much power, but when Beast is all upside surely a creature with a severe drawback needs to have more oomph? Anyways, hasty curve-toppers are effective ways to close games, and this drawback wouldn't stop anyone from winning the game with it. Who needs lands if your opponent is dead, right? If it sacrificed four lands on ETB it'd still be fine.
I think if Questing Beast didn't exist I'd say this had too much power, but when Beast is all upside surely a creature with a severe drawback needs to have more oomph? Anyways, hasty curve-toppers are effective ways to close games, and this drawback wouldn't stop anyone from winning the game with it. Who needs lands if your opponent is dead, right? If it sacrificed four lands on ETB it'd still be fine.
Like he said, I think the stats are a bit too low for that cost plus that drawback. I personally would push it!
Creature — Wurm
Haste, trample
Whenever Dungeon Wurm becomes the target of a spell or ability, sacrifice a land.
Whenever Dungeon Wurm becomes blocked by two or more creatures, sacrifice a land.
"The darkest dungeon is the Earth—and its darkest keepers take no prisoners."
5/6
Alt. Flavor Text
"You'd never want to keep one as a pet. It will eat out of house and loam—garden and gnome—dungeon and throne."
The Dungeon name would be fine most times in a vacuum. With forgotten realms just out now, it does create an expectation of venturing because that's on the forefront of people's minds, but thats not really a problem any other time.
No rules/balance issues, solid card, good effort.
love this design.
Like he said, I think the stats are a bit too low for that cost plus that drawback. I personally would push it!
Shards of awful never