I read the modern forum rules and I didn't see anything showing that this should be elsewhere. If I did read over something saying otherwise, I am terribly sorry.
Anywho, my friends and I have our own variation of Modern where we still use Modern's ban list and such, but any card with a modern border is legal to play. This includes commander, planechase, FTV, judge promos, FNM, etc.
Release the Worms is a fun deck to play, especially against people who have never seen it before. When you play the first Treasure Hunt, they laugh at you hysterically thinking you hit the worst luck in the world. Also outside of the Ancient Tombs, it is pretty cheap to build. Basically turn one you want to drop a land that can tap for black or blue mana. Turn two drop a swamp and play treasure hunt. Discard any cards that can tap for blue mana (since you only need the one). Turn three, drop down an ancient tomb and play another treasure hunt. Turn four, play a swamp, and Worm Harvest. Yay, lots and lots of worm tokens. Turn five and onward, retrace the Worm Harvest and keep swinging.
The deck is certainly fun to play, but it is not without downsides. Curse of Death's Hold absolutely wrecks this deck. Likewise, so does a well placed Dissipate. Relic of Progenitus and friends hate it as well.
My questions to all of you are "what are your thoughts?" and "how can I make it better?
:symu:Swirl the Paint:symu:
:symb:Relentless:symb:
:symr:Enchantshot:symr:
:symg:Lost in the Woods (You in the wrong neighborhood):symg:
:symg:Persistence:symg:
:symw::symu:Old-Fashioned Seance:symw::symu:
:symw::symu:Treasure Hunting:symw::symu:
:symrw::symwb:Kaalia:symrw::symwb:
Ancient Tomb isn't legal in Modern. Maybe someday...
Anywho, my friends and I have our own variation of Modern where we still use Modern's ban list and such, but any card with a modern border is legal to play. This includes commander, planechase, FTV, judge promos, FNM, etc.
Mentioned about that above.
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:symu:Swirl the Paint:symu:
:symb:Relentless:symb:
:symr:Enchantshot:symr:
:symg:Lost in the Woods (You in the wrong neighborhood):symg:
:symg:Persistence:symg:
:symw::symu:Old-Fashioned Seance:symw::symu:
:symw::symu:Treasure Hunting:symw::symu:
:symrw::symwb:Kaalia:symrw::symwb:
:symu:Swirl the Paint:symu:
:symb:Relentless:symb:
:symr:Enchantshot:symr:
:symg:Lost in the Woods (You in the wrong neighborhood):symg:
:symg:Persistence:symg:
:symw::symu:Old-Fashioned Seance:symw::symu:
:symw::symu:Treasure Hunting:symw::symu:
:symrw::symwb:Kaalia:symrw::symwb:
another Worm Harvest may be needed in the rare case you get it in your openning hand... Manipulate Fate could help get rid of spare Treasure Hunt out of your library. best case, allows you to filter the deck so the bottom most WH is left near the bottom. Creakwood Leige not only spits out Worms, but pumps them too. Excavation would enable you to sacrifice lands for draw power; as would Trade Routes.
SELVAXRI! King of Misfortune & Master of Rocket Launchers "Do ya feel lucky? Because you'd better start runnin' while you still can." 375 Misfortune {+3 signed AP's} & 104 Rocket Launcher (41 AQ/ 63 Rev) Edgar Rice Burroughs, forgotten legend of the word.
:symu:Swirl the Paint:symu:
:symb:Relentless:symb:
:symr:Enchantshot:symr:
:symg:Lost in the Woods (You in the wrong neighborhood):symg:
:symg:Persistence:symg:
:symw::symu:Old-Fashioned Seance:symw::symu:
:symw::symu:Treasure Hunting:symw::symu:
:symrw::symwb:Kaalia:symrw::symwb:
Treetops wouldn't hurt your speed too much as a 2-of. Plus it is usually beneficial to have a few as if your opponent does say has Curse of Death's Hold or just ***ed your board you will be happy to have a land that becomes a 3/3 Trampling Ape.
What I'm seriously wondering WTP is where is your Creakwood Liege? Not only does it make Worms, it makes them and the ones created by Worm Harvest
It's a nonland card. It will shut down my deck faster than any card of an opponents. My deck might as well just consist of the 1 card and the rest basic lands.
Private Mod Note
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Casual
:symu:Swirl the Paint:symu:
:symb:Relentless:symb:
:symr:Enchantshot:symr:
:symg:Lost in the Woods (You in the wrong neighborhood):symg:
:symg:Persistence:symg:
:symw::symu:Old-Fashioned Seance:symw::symu:
:symw::symu:Treasure Hunting:symw::symu:
:symrw::symwb:Kaalia:symrw::symwb:
It's a nonland card. It will shut down my deck faster than any card of an opponents. My deck might as well just consist of the 1 card and the rest basic lands.
Nobody I think was saying to run the Creakwood Liege like an auto four-of. Maybe like 1-2 should be run in the maximum since your still going for the speed. Though I don't see how Creakwood shuts down your deck.
(Are we talking about the same card?)
He's probably thinking the Liege will prevent him from using Treasure Hunt to fetch the Worm Harvest.
With all the Hunts, i can see him getting hunt after hunt before finally getting a Worm Harvest
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SELVAXRI! King of Misfortune & Master of Rocket Launchers "Do ya feel lucky? Because you'd better start runnin' while you still can." 375 Misfortune {+3 signed AP's} & 104 Rocket Launcher (41 AQ/ 63 Rev) Edgar Rice Burroughs, forgotten legend of the word.
It's a cool deck idea, but I really think it's too inconsistent in it's current state to pull off what you're trying to do. What happens when you don't have a Treasure Hunt in your opening hand? It seems too dependent on Treasure Hunt, your game plan is basically Treasure Hunt] or bust. The problem of course is that any additional non-land cards you add actually hurt your chances of drawing into Worm Harvest.
If you're looking to take the deck in a different suggestion, I would suggest putting it in a dredge shell. You'll still be able to easily get Worm Harvest and a bunch of lands in your graveyard with the benefit of having other non-land cards in your deck that can help protect you like Stinkweed Imp. Darkmor Salvage could be a 1 of in the deck also so you always have a land to discard to play Worm Harvest. You could even run a couple of Creakwood Lieges with Dread Return, just sac some worm tokens and now you've got your worm lord out on the battlefield! I'm sure there are plenty of other ideas/interesting combos to play around with in dredge.
If you're still intent on trying to abuse Treasure Hunt, then I would suggest you look into more utility lands. You should at least be running a playset of Halimar Depths so you can dig for your Treasure Hunt in the early game.
Best of luck with the deck!
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Anywho, my friends and I have our own variation of Modern where we still use Modern's ban list and such, but any card with a modern border is legal to play. This includes commander, planechase, FTV, judge promos, FNM, etc.
Release the Worms is a fun deck to play, especially against people who have never seen it before. When you play the first Treasure Hunt, they laugh at you hysterically thinking you hit the worst luck in the world. Also outside of the Ancient Tombs, it is pretty cheap to build. Basically turn one you want to drop a land that can tap for black or blue mana. Turn two drop a swamp and play treasure hunt. Discard any cards that can tap for blue mana (since you only need the one). Turn three, drop down an ancient tomb and play another treasure hunt. Turn four, play a swamp, and Worm Harvest. Yay, lots and lots of worm tokens. Turn five and onward, retrace the Worm Harvest and keep swinging.
1x Worm Harvest
4 x Ancient Tomb
15 x Island
4x Jwar Isle Refuge
4x Salt Marsh
2x Swamp
4x Creeping Tar Pit
4x Vivid Marsh
The deck is certainly fun to play, but it is not without downsides. Curse of Death's Hold absolutely wrecks this deck. Likewise, so does a well placed Dissipate. Relic of Progenitus and friends hate it as well.
My questions to all of you are "what are your thoughts?" and "how can I make it better?
:symb:Relentless:symb:
:symr:Enchantshot:symr:
:symg:Lost in the Woods (You in the wrong neighborhood):symg:
:symg:Persistence:symg:
:symw::symu:Old-Fashioned Seance:symw::symu:
:symw::symu:Treasure Hunting:symw::symu:
:symrw::symwb:Kaalia:symrw::symwb:
Mentioned about that above.
:symb:Relentless:symb:
:symr:Enchantshot:symr:
:symg:Lost in the Woods (You in the wrong neighborhood):symg:
:symg:Persistence:symg:
:symw::symu:Old-Fashioned Seance:symw::symu:
:symw::symu:Treasure Hunting:symw::symu:
:symrw::symwb:Kaalia:symrw::symwb:
Good Idea, thanks.
:symb:Relentless:symb:
:symr:Enchantshot:symr:
:symg:Lost in the Woods (You in the wrong neighborhood):symg:
:symg:Persistence:symg:
:symw::symu:Old-Fashioned Seance:symw::symu:
:symw::symu:Treasure Hunting:symw::symu:
:symrw::symwb:Kaalia:symrw::symwb:
-Tom
Manipulate Fate could help get rid of spare Treasure Hunt out of your library. best case, allows you to filter the deck so the bottom most WH is left near the bottom.
Creakwood Leige not only spits out Worms, but pumps them too.
Excavation would enable you to sacrifice lands for draw power; as would Trade Routes.
Polluted Mire/Lonely Sandbar are lands to consider. draw them, cycle them, draw more.
you could add green, go Scouting Trek/Mulch and add Rowen for double-draw power.
Overlaid Terrain would help you constantly recast the Worm Harvest.
King of Misfortune & Master of Rocket Launchers
"Do ya feel lucky? Because you'd better start runnin' while you still can."
375 Misfortune {+3 signed AP's} & 104 Rocket Launcher (41 AQ/ 63 Rev)
Edgar Rice Burroughs, forgotten legend of the word.
:symb:Relentless:symb:
:symr:Enchantshot:symr:
:symg:Lost in the Woods (You in the wrong neighborhood):symg:
:symg:Persistence:symg:
:symw::symu:Old-Fashioned Seance:symw::symu:
:symw::symu:Treasure Hunting:symw::symu:
:symrw::symwb:Kaalia:symrw::symwb:
What I'm seriously wondering WTP is where is your Creakwood Liege? Not only does it make Worms, it makes them and the ones created by Worm Harvest
:symb:Relentless:symb:
:symr:Enchantshot:symr:
:symg:Lost in the Woods (You in the wrong neighborhood):symg:
:symg:Persistence:symg:
:symw::symu:Old-Fashioned Seance:symw::symu:
:symw::symu:Treasure Hunting:symw::symu:
:symrw::symwb:Kaalia:symrw::symwb:
Nobody I think was saying to run the Creakwood Liege like an auto four-of. Maybe like 1-2 should be run in the maximum since your still going for the speed. Though I don't see how Creakwood shuts down your deck.
(Are we talking about the same card?)
With all the Hunts, i can see him getting hunt after hunt before finally getting a Worm Harvest
King of Misfortune & Master of Rocket Launchers
"Do ya feel lucky? Because you'd better start runnin' while you still can."
375 Misfortune {+3 signed AP's} & 104 Rocket Launcher (41 AQ/ 63 Rev)
Edgar Rice Burroughs, forgotten legend of the word.
If you're looking to take the deck in a different suggestion, I would suggest putting it in a dredge shell. You'll still be able to easily get Worm Harvest and a bunch of lands in your graveyard with the benefit of having other non-land cards in your deck that can help protect you like Stinkweed Imp. Darkmor Salvage could be a 1 of in the deck also so you always have a land to discard to play Worm Harvest. You could even run a couple of Creakwood Lieges with Dread Return, just sac some worm tokens and now you've got your worm lord out on the battlefield! I'm sure there are plenty of other ideas/interesting combos to play around with in dredge.
If you're still intent on trying to abuse Treasure Hunt, then I would suggest you look into more utility lands. You should at least be running a playset of Halimar Depths so you can dig for your Treasure Hunt in the early game.
Best of luck with the deck!