Desert Were-Worm
This creature gets +2/+0 for each Mountain you control.
Whenever you attack with creatures with total power 12 or greater for the first time each turn, untap all attacking creatures. After this phase, there is an additional combat phase.
Grade F Grade from the win rate
Win rate when drawn 46.2% −10.0 vs average 1,804 games
Win rates and picks
- 50.6% 4,506 games
- Average pick ()
- 5.7
By deck
- Goblin Army 47.7% 845 games
Win rates from , 323,114 games. This card is compared with the set average (56.2%).
Reviews
In your average 2-color Limited deck, you'd reasonably expect to have three Mountains in play when you cast a , making Desert Were-Worm a 6/5 most of the time you play it. It can be bigger, but without any evasive keywords, like or , it could be a 20/5 and a lot of decks probably wouldn't care. You really need to make use of the extra combat ability, but there's also no guarantee that you'll enable it or that it'll even work the way you want it to. This looks like a lot of wasted potential on what will only end up being an average playable.
How to draft it
Roles in each deck
Beasts and Burn Finisher
A two-color deck runs about eight Mountains, so this 0/5 that gets +2/+0 per Mountain usually arrives with three of them as a 6/5 with no or evasion. Its extra combat needs attackers with total power 12 or more, which takes most of your board.
How to play it
Learn the Beasts and Burn deckLeave it out for Gandalf, Spark Starter or Spew Flame. If you play it anyway, count Mountains first. With four it is an 8/5, and a 4-power creature attacking beside it reaches 12, which untaps your attackers and gives you a second combat.