3 {Mountain} 9 {Forest} 1 {Hollow Trees} 2 {Plains}
15 lands
3 {Llanowar Elves} 2 {Pathbreaker Wurm} 2 {Duskdale Wurm} 1 {Vastwood Gorger} 1 {Ruination Wurm} 1 {Fyndhorn Elves} 1 {Enlisted Wurm} 3 {Arbor Elf} 3 {Quirion Elves} 1 {Elvish Archdruid} 1 {Gorger Wurm} 1 {Elderscale Wurm} 1 {Llanowar Druid} 2 {Elvish Visionary}
23 creatures
3 {Fog} 1 {Ring of Kalonia} 2 {Ranger's Path} 1 {Predator's Rapport} 1 {Lay of the Land} 2 {Phytoburst} 1 {Farseek} 1 {Roar of the Wurm} 2 {Giant Growth} 4 {Verdant Haven} 1 {Explosive Vegetation} 1 {Advent of the Wurm} 1 {Wildwood Rebirth} 1 {Forced Adaptation}
22 other spells
Sideboard
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What do you all think? Basic concept is to get wurms out as fast as possible. Currently I on average can have a wurm out on turn four. If I get the right hand I can have one out on turn three. Any suggestions for making it better? My main weakness seems to be I slow down after the first roughly five turns.
AG
I'd say at the very least, drop the {Hollow Trees} for a {Saltcrusted Steppe} if you have one available.
Also, Drop one of the "plain" wurms for a {Bellowing Tanglewurm} if you can. That, and {Triumph of Ferocity} will help you keep tempo.
Awesome. I have none of those, but know what to look for going forward. That extra draw would be awesome! I always end up with plenty of mana and very little to do with it.
AG
If that's the case, you could also try {Soul of the Harvest}