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Version 4http://www.mtgvault.com/drakeraenes/decks/wurm-rush-v4/Ramp fast to get your wurms onto the field and wreak havoc. A good opening hand can get you around 5 land out on turn one and refill your hand and be ready to rumble on turn 2. If you wish to make it legacy legal, swap Fastbond with Exploration. It's slower but gets the job done
Get land as fast as possible using the sorcery land fetch spells to both get you lands and to fill your graveyard for Hunting Grounds. Once you get to that point, you pretty much paint a bullseye on your forehead, so be ready to swing hard. Worst case scenario, Hunting Grounds will get stopped, but because you used a bunch of land fetch spells to fill your graveyard, you should have more than enough land to hard cast almost every spell in the deck. And don't worry too much about running dry. You'll have plenty of mana out to cast Harmonize and you'll more than likely have hit Delirium for Traverse the Ulvenwald, so you'll be fine if you run out of creatures to drop with Hunting Grounds. Either way, you become a threat quickly, so be ready to fight back!
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If you are going to run banned cards for fun, you may as well run Channel or Hermit Druid too. :-)As for legal advice. Land Grant seems like a great fit for the deck. Since you are also trying to hard cast wurms Cavern of souls couldn't hurt.There are also other options like the Mutavault/Chameleon Colossus + Descendant's Path route. Sylvian Library never hurts.You could also go green show and tell with Eureka. Garruk, Primal Hunter is fun and on theme.Nissa, Vastwood Seer is nice in a ramp deck. You could also consider going Scrying Sheets and snow covered basics.Anyway looks like a lot of fun. Good luck with the deck!
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Sorry for the super delayed response. I never got the notification for your comment. Now then...Channel hurts me too much and isn't worth it in the long run. Land Grant is nice and all but it isn't as flexible as what I have in here already. Cavern is $50 and I have ONE, so that's not happening. Plus most of my friends DON'T run control, so that's negligible to me honestly. I've considered Path, but Hunting Grounds is both cheaper, and once active is a VERY scary threat when I have cards in hand. I have literally dropped both Worldspine Wurm in a single turn because my opponent played two small spells on turn four. Library is a strong possibility, but I don't know what I would swap out for it at the moment. Eureka is an automatic no simply because of price.Garruk and Nissa are nice, but not worth dropping cards to include. Sheets would be good if the land weren't the only thing that would be snow, and I'm not wasting two mana on the off chance I don't hit a land. The deck is already high cost as it is, and wasting three land to potentially hit a land vs my multiple spells and lands that guarantee a hit for one mana or a life. That's my reasoning for your suggestions. They're great, but at the moment I'm keeping the deck as is. My only foreseeable change at this moment is going down to one Fastbond and increasing the number of Sterling Grove for both grave filling and better tutor options. In that regard I might add a single Library, but I'm not sure yet. I'll do some tests with a proxy and see if it's worth it.
The only reason I'm considering that adjustment I mentioned is because it'll make the deck vintage legal