With Mono Black's prevalence in the format, could it be Worldspine Wurm's time to shine? Some amount, either mb or sb, seems like it would be good against removal.dec (mono black), or as insurance against Supreme Verdict. If it is killed somehow we'd get 3 creatures to replace it. And it could be dropped with Garruk's -3 ability to save on mana. And as fringe a strategy s Mill is it would be good insurance against it. Opinions?
1. Cast the ONE (1) Garruk, Caller of Beasts in your deck for six mana, have the Wurm in your hand, use the -3. You can +1 the Garruk to find it, then use the -3 the next turn, but that works with pretty much any decent green creature (Ruric Thar comes to mind here.) If you don't have that single Garruk in play at the right time, then it's:
2. Cast it for ELEVEN (11) mana. That's 11. In 99% of games you will never hit this before one player has won the game. Assuming you aren't utterly flooded, 11 mana will come much later than turn 11, and if you're under that much flood, you're generally going to lose well before turn 11. Even if you're playing something with Nykthos, it's not likely to work.
Basically you need many more ways to cheat it into play or a lot more ramp. I think there's a good reason this isn't being played.
Worldspine isn't a great card in GR I had 2 copies in my mono green deck and even with Nykthos I was running around 110 mana on turn 6 with 3 Elvish mystic and 2 voyaging satyrs and the Wurm in hand but at that point I was one all out swing from victor or a turn from death.
So in conclusion Worldspine Wurm isn't as great as every one thinks unless by some dumba** luck you and get a Nykthos drop for 6 on turn 3 and drop double mana creatures for an 11 turn 4 with the wurm in hand. and the likelihood of that is slime to none and slime just left the match.
1. Cast the ONE (1) Garruk, Caller of Beasts in your deck for six mana, have the Wurm in your hand, use the -3. You can +1 the Garruk to find it, then use the -3 the next turn, but that works with pretty much any decent green creature (Ruric Thar comes to mind here.) If you don't have that single Garruk in play at the right time, then it's:
2. Cast it for ELEVEN (11) mana. That's 11. In 99% of games you will never hit this before one player has won the game. Assuming you aren't utterly flooded, 11 mana will come much later than turn 11, and if you're under that much flood, you're generally going to lose well before turn 11. Even if you're playing something with Nykthos, it's not likely to work.
Basically you need many more ways to cheat it into play or a lot more ramp. I think there's a good reason this isn't being played.
I think you're being a little harsh here. Most lists run 3-4 Garruks, and getting to 11 mana is something that this deck can quite feasibly do in many games.
That said, I agree that the Worldspine Wurm is a bad card that doesn't make the cut. Firstly and most importantly, if you want a card that is resistant to removal, you should run a God or a Planeswalker. They come out much earlier in the game and will contribute much more to winning. Secondly, although the deck can produce silly mana, you want all of your mana sinks to be things that you CAN play early, and are additionally bombs if you oops your way to 15 mana. Polukranos and Arbor Colossus give you said sinks while also being useful without 10 mana. Thirdly, it doesn't dodge the white enchantment based removal.
No. Worldspine is not worth it. If you really need anti-removal tech go with Archetype of Endurance or Ruric Thar. Ruric is actually pretty good, and I think if most lists start using Xenagod he might get some play. Lack of trample is his only real weakness, and Xenagod also reduces the number of noncreatures in the deck.
Vi Veri Veniversum Vivus Vici.
1. Cast the ONE (1) Garruk, Caller of Beasts in your deck for six mana, have the Wurm in your hand, use the -3. You can +1 the Garruk to find it, then use the -3 the next turn, but that works with pretty much any decent green creature (Ruric Thar comes to mind here.) If you don't have that single Garruk in play at the right time, then it's:
2. Cast it for ELEVEN (11) mana. That's 11. In 99% of games you will never hit this before one player has won the game. Assuming you aren't utterly flooded, 11 mana will come much later than turn 11, and if you're under that much flood, you're generally going to lose well before turn 11. Even if you're playing something with Nykthos, it's not likely to work.
Basically you need many more ways to cheat it into play or a lot more ramp. I think there's a good reason this isn't being played.
So in conclusion Worldspine Wurm isn't as great as every one thinks unless by some dumba** luck you and get a Nykthos drop for 6 on turn 3 and drop double mana creatures for an 11 turn 4 with the wurm in hand. and the likelihood of that is slime to none and slime just left the match.
for the awesome sig.
I think you're being a little harsh here. Most lists run 3-4 Garruks, and getting to 11 mana is something that this deck can quite feasibly do in many games.
That said, I agree that the Worldspine Wurm is a bad card that doesn't make the cut. Firstly and most importantly, if you want a card that is resistant to removal, you should run a God or a Planeswalker. They come out much earlier in the game and will contribute much more to winning. Secondly, although the deck can produce silly mana, you want all of your mana sinks to be things that you CAN play early, and are additionally bombs if you oops your way to 15 mana. Polukranos and Arbor Colossus give you said sinks while also being useful without 10 mana. Thirdly, it doesn't dodge the white enchantment based removal.
I think that planeswalkers and Gods are the anti-removal tech for GR decks in the current standard.
2 Xenagos, the Reveler
0 Garruk, Caller of Beasts
0 Chandra, Pyromaster
2 Xenagos, God of Revelers