Fast Wurms Deck

Started by AgnosticGod, May 14, 2013, 10:22:41 AM

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AgnosticGod

Fast Wurms Updated

60 cards, 0 sideboard


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

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

DYMongoose

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.

AgnosticGod

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

Wally

If that's the case, you could also try  {Soul of the Harvest}