
Sideboard - 39 cards, 12 distinct
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Edition | $ | Type | Cost | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Creature (5) | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
1 | Manglehorn | $0.88 | Creature - Beast | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
2 | Reclamation Sage | $0.12 | Creature - Elf Shaman | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
2 | Scavenging Ooze | $0.18 | Creature - Ooze | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Instant (8) | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
1 | Back to Nature | $0.36 | Instant | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
2 | Heroic Intervention | $9.89 | Instant | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
2 | Veil of Summer | $5.20 | Instant | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
1 | Weather the Storm | $0.59 | Instant | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
2 | Wrap in Vigor | $1.05 | Instant | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Sorcery (1) | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
1 | Gaea's Blessing | $0.29 | Sorcery | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Token (25) | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
5 | Beast // Wurm | N/A | Token | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
10 | Copy // Saproling | N/A | Token | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
10 | Wurm | N/A | Token Artifact Creature - Wurm |
Scratchpad - 0 cards, 0 distinct

No cards here. :(
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Notes
Deck Name: It’s Wurm Time
Format: Legacy
Deck Type: Ramp-Tribal
Deck Theme: Mono-Green Wurm Ramp & Cheat
Colors: Green (Mono-Green)
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Description
It’s Wurm Time is a mono-green ramp-tribal deck that leverages explosive mana acceleration and battlefield cheats to summon gigantic Wurms long before opponents can respond. Fueled by a consistent elf-based ramp core and enhanced by tutor effects like Tooth and Nail, Natural Order, and Finale of Devastation, this deck unleashes 10+ power threats by turn 4–5 and doesn’t stop swinging.
From Worldspine Wurm to Craterhoof Behemoth, every creature is a finisher, and every ramp spell is a countdown to primal carnage. This is a deck that transforms mana into inevitability, with protection tools and draw engines to keep the pressure alive.
When the Wurms arrive, nothing survives.
-----------------------------------------------------------------------------------------------
How to Play
Early Game:
Open with mana dorks (Llanowar Elves, Elvish Mystic, Priest of Titania) to build up 4+ mana by turn 2–3.
Use Green Sun’s Zenith or Fierce Empath to tutor ramp creatures or setup tools.
Play Defense of the Heart, Natural Order, or Lure of Prey if available for early cheat effects.
Mid Game:
Start deploying major threats like Nyxbloom Ancient, Grothama, All-Devouring, or Ulvenwald Hydra.
Use card draw from The Great Henge, Return of the Wildspeaker, or Shamanic Revelation to refill your hand.
Sequence threats with protection (Heroic Intervention, Asceticism) to survive board wipes.
Late Game:
Use Tooth and Nail (entwined) to tutor Craterhoof Behemoth and another creature for instant lethal.
Finale of Devastation at X ≥ 10 gives haste and pump to a wide board.
Any topdecked threat can close the game — it’s just a matter of which Wurm ends it.
Ideal Opening Hand:
2 Lands (one being Forest)
1–2 Ramp creatures
1 Tutor or Cheat effect
1 Payoff creature or draw spell
→ Mulligan hands that have no ramp or are top-heavy with uncastable creatures.
-----------------------------------------------------------------------------------------------
How the Deck Works
Ramp Core – The Engine
Elves like Llanowar Elves, Priest of Titania, and Elvish Archdruid generate explosive mana, supported by lands like Castle Garenbrig, Myriad Landscape, and Nykthos. These allow turn 3–4 cheat effects or hardcasts of 8+ mana threats.
Cheat & Tutor Tools – The Acceleration
Tooth and Nail, Finale of Devastation, Lure of Prey, Natural Order — all bring threats directly into play.
Fierce Empath, Green Sun’s Zenith, Ulvenwald Hydra find the right tool at the right moment.
Threats – The Killers
Worldspine Wurm, Impervious Greatwurm, Pelakka Wurm — large bodies with trample and value.
Craterhoof Behemoth and Pathbreaker Ibex — convert a wide board into instant damage.
Nyxbloom Ancient and Grothama — engine pieces and beatsticks in one.
Draw & Protection – The Support
The Great Henge, Shamanic Revelation, Return of the Wildspeaker — refill your hand and pump your creatures.
Asceticism and Heroic Intervention — ensure your board stays alive through removal-heavy matchups.
-----------------------------------------------------------------------------------------------
Sideboard Strategy
Against Control / Discard
Bring in Veil of Summer to protect from hand disruption and counterspells.
IN: 2 × Veil of Summer
OUT: Garruk, Primal Hunter, Shamanic Revelation
Against Mass Removal Decks
Add Heroic Intervention to protect your creatures from sweepers.
IN: 2 × Heroic Intervention
OUT: See the Unwritten, Lure of Prey
Against Graveyard Decks
Use Scavenging Ooze and Gaea’s Blessing to neutralize recursion and mill.
IN: 2 × Scavenging Ooze, 1 × Gaea’s Blessing
OUT: Crush of Wurms, Bramble Sovereign, Return of the Wildspeaker
Against Artifact Combo
Disrupt critical pieces and slow their development.
IN: 2 × Reclamation Sage, 1 × Manglehorn
OUT: Beast Within, Eldritch Evolution, Pelakka Wurm
Against Enchantress / Bogles
Sweep enchantments and disable key threats.
IN: 2 × Reclamation Sage, 1 × Back to Nature
OUT: Tooth and Nail, Finale of Devastation, Nemata, Grove Guardian
Against Aggro / Token Decks
Survive early damage and protect your board for the counterstrike.
IN: 2 × Wrap in Vigor, 1 × Weather the Storm
OUT: Grothama, All-Devouring, Crush of Wurms, Pathbreaker Ibex
-----------------------------------------------------------------------------------------------
Skill Level and Playability
It’s Wurm Time is perfect for players who enjoy scaling power plays and overwhelming threats. It rewards patient ramp sequencing and clever tutor usage.
Difficulty Level: Intermediate
Playstyle: Mana ramp, battlefield dominance, tutor-based combos
Best For: Casual 1v1 and multiplayer pods (3+ players preferred)
You don’t need deep combo knowledge — just the instinct to ramp, tutor, and punish with gigantic creatures.
-----------------------------------------------------------------------------------------------
Competitive Profile and Ratings
Power Level: ⭐⭐⭐⭐☆ (4/5)
Turn 4–5 wins are possible with proper ramp and tutor chains. Very hard to recover from once it snowballs.
Tribal vs Mechanic-Based vs Combo Ratio:
60% Tribal / 30% Mechanic-Based / 10% Combo
Speed: ⭐⭐⭐☆☆ (3/5)
Needs 1–2 turns to ramp before it starts playing threats. Turns explosive once it does.
Resilience: ⭐⭐⭐⭐☆ (4/5)
Protection spells and draw engines help it rebuild after board wipes.
Best Format Fit:
⭐⭐⭐⭐⭐ Multiplayer Legacy Pods
⭐⭐⭐☆☆ 1v1 Casual
⭐☆☆☆☆ Competitive Events
Complexity: ⭐⭐⭐☆☆ (3/5)
Relatively easy to pilot, but requires good sequencing and tutor decisions to be optimal.
-----------------------------------------------------------------------------------------------
Play Like a Pro – 5 Tips for Mastering the Deck
Always keep ramp.
Hands without dorks or ramp spells should be mulliganed.
Know your threats.
Use Fierce Empath and Tooth and Nail to get exactly what the board state needs — not just the biggest creature.
Protect your payoffs.
Hold Heroic Intervention or Veil of Summer until it matters. One mistimed wipe can end your momentum.
Sequence draw spells late.
Don’t play Shamanic Revelation early. Wait until you’ve cheated out 2+ creatures for full value.
Finish strong.
If you have Finale of Devastation and a wide board, cast it for X ≥ 10. Giving haste and +10/+10 is often game over.
-----------------------------------------------------------------------------------------------
Quote
“You thought it was over… but it’s WURM TIME, baby.”
Last Update: 10/06/2025
Format: Legacy
Deck Type: Ramp-Tribal
Deck Theme: Mono-Green Wurm Ramp & Cheat
Colors: Green (Mono-Green)
-----------------------------------------------------------------------------------------------
Description
It’s Wurm Time is a mono-green ramp-tribal deck that leverages explosive mana acceleration and battlefield cheats to summon gigantic Wurms long before opponents can respond. Fueled by a consistent elf-based ramp core and enhanced by tutor effects like Tooth and Nail, Natural Order, and Finale of Devastation, this deck unleashes 10+ power threats by turn 4–5 and doesn’t stop swinging.
From Worldspine Wurm to Craterhoof Behemoth, every creature is a finisher, and every ramp spell is a countdown to primal carnage. This is a deck that transforms mana into inevitability, with protection tools and draw engines to keep the pressure alive.
When the Wurms arrive, nothing survives.
-----------------------------------------------------------------------------------------------
How to Play
Early Game:
Open with mana dorks (Llanowar Elves, Elvish Mystic, Priest of Titania) to build up 4+ mana by turn 2–3.
Use Green Sun’s Zenith or Fierce Empath to tutor ramp creatures or setup tools.
Play Defense of the Heart, Natural Order, or Lure of Prey if available for early cheat effects.
Mid Game:
Start deploying major threats like Nyxbloom Ancient, Grothama, All-Devouring, or Ulvenwald Hydra.
Use card draw from The Great Henge, Return of the Wildspeaker, or Shamanic Revelation to refill your hand.
Sequence threats with protection (Heroic Intervention, Asceticism) to survive board wipes.
Late Game:
Use Tooth and Nail (entwined) to tutor Craterhoof Behemoth and another creature for instant lethal.
Finale of Devastation at X ≥ 10 gives haste and pump to a wide board.
Any topdecked threat can close the game — it’s just a matter of which Wurm ends it.
Ideal Opening Hand:
2 Lands (one being Forest)
1–2 Ramp creatures
1 Tutor or Cheat effect
1 Payoff creature or draw spell
→ Mulligan hands that have no ramp or are top-heavy with uncastable creatures.
-----------------------------------------------------------------------------------------------
How the Deck Works
Ramp Core – The Engine
Elves like Llanowar Elves, Priest of Titania, and Elvish Archdruid generate explosive mana, supported by lands like Castle Garenbrig, Myriad Landscape, and Nykthos. These allow turn 3–4 cheat effects or hardcasts of 8+ mana threats.
Cheat & Tutor Tools – The Acceleration
Tooth and Nail, Finale of Devastation, Lure of Prey, Natural Order — all bring threats directly into play.
Fierce Empath, Green Sun’s Zenith, Ulvenwald Hydra find the right tool at the right moment.
Threats – The Killers
Worldspine Wurm, Impervious Greatwurm, Pelakka Wurm — large bodies with trample and value.
Craterhoof Behemoth and Pathbreaker Ibex — convert a wide board into instant damage.
Nyxbloom Ancient and Grothama — engine pieces and beatsticks in one.
Draw & Protection – The Support
The Great Henge, Shamanic Revelation, Return of the Wildspeaker — refill your hand and pump your creatures.
Asceticism and Heroic Intervention — ensure your board stays alive through removal-heavy matchups.
-----------------------------------------------------------------------------------------------
Sideboard Strategy
Against Control / Discard
Bring in Veil of Summer to protect from hand disruption and counterspells.
IN: 2 × Veil of Summer
OUT: Garruk, Primal Hunter, Shamanic Revelation
Against Mass Removal Decks
Add Heroic Intervention to protect your creatures from sweepers.
IN: 2 × Heroic Intervention
OUT: See the Unwritten, Lure of Prey
Against Graveyard Decks
Use Scavenging Ooze and Gaea’s Blessing to neutralize recursion and mill.
IN: 2 × Scavenging Ooze, 1 × Gaea’s Blessing
OUT: Crush of Wurms, Bramble Sovereign, Return of the Wildspeaker
Against Artifact Combo
Disrupt critical pieces and slow their development.
IN: 2 × Reclamation Sage, 1 × Manglehorn
OUT: Beast Within, Eldritch Evolution, Pelakka Wurm
Against Enchantress / Bogles
Sweep enchantments and disable key threats.
IN: 2 × Reclamation Sage, 1 × Back to Nature
OUT: Tooth and Nail, Finale of Devastation, Nemata, Grove Guardian
Against Aggro / Token Decks
Survive early damage and protect your board for the counterstrike.
IN: 2 × Wrap in Vigor, 1 × Weather the Storm
OUT: Grothama, All-Devouring, Crush of Wurms, Pathbreaker Ibex
-----------------------------------------------------------------------------------------------
Skill Level and Playability
It’s Wurm Time is perfect for players who enjoy scaling power plays and overwhelming threats. It rewards patient ramp sequencing and clever tutor usage.
Difficulty Level: Intermediate
Playstyle: Mana ramp, battlefield dominance, tutor-based combos
Best For: Casual 1v1 and multiplayer pods (3+ players preferred)
You don’t need deep combo knowledge — just the instinct to ramp, tutor, and punish with gigantic creatures.
-----------------------------------------------------------------------------------------------
Competitive Profile and Ratings
Power Level: ⭐⭐⭐⭐☆ (4/5)
Turn 4–5 wins are possible with proper ramp and tutor chains. Very hard to recover from once it snowballs.
Tribal vs Mechanic-Based vs Combo Ratio:
60% Tribal / 30% Mechanic-Based / 10% Combo
Speed: ⭐⭐⭐☆☆ (3/5)
Needs 1–2 turns to ramp before it starts playing threats. Turns explosive once it does.
Resilience: ⭐⭐⭐⭐☆ (4/5)
Protection spells and draw engines help it rebuild after board wipes.
Best Format Fit:
⭐⭐⭐⭐⭐ Multiplayer Legacy Pods
⭐⭐⭐☆☆ 1v1 Casual
⭐☆☆☆☆ Competitive Events
Complexity: ⭐⭐⭐☆☆ (3/5)
Relatively easy to pilot, but requires good sequencing and tutor decisions to be optimal.
-----------------------------------------------------------------------------------------------
Play Like a Pro – 5 Tips for Mastering the Deck
Always keep ramp.
Hands without dorks or ramp spells should be mulliganed.
Know your threats.
Use Fierce Empath and Tooth and Nail to get exactly what the board state needs — not just the biggest creature.
Protect your payoffs.
Hold Heroic Intervention or Veil of Summer until it matters. One mistimed wipe can end your momentum.
Sequence draw spells late.
Don’t play Shamanic Revelation early. Wait until you’ve cheated out 2+ creatures for full value.
Finish strong.
If you have Finale of Devastation and a wide board, cast it for X ≥ 10. Giving haste and +10/+10 is often game over.
-----------------------------------------------------------------------------------------------
Quote
“You thought it was over… but it’s WURM TIME, baby.”
Last Update: 10/06/2025
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