Yes, Wurms

Welcome to my primer for the one and only Baru, Wurmspeaker. This is a very straightforward deck in which the goal is to ramp and play Wurms. Thats it. This deck is by no means competetive, but having a board filled with hungry trampling Wurms is certainly nothing to scoff at!

I've had this deck before Wurms got cool with the printing of Baru, Wurmspeaker. Because there was not a legend that cared specifically about Wurms, I used to have Grothama, All-Devouring at the helm. While having a burst of card draw in the command zone is extremely useful, I've found that granting my Wurms +2/+2 and trample is a lot deadlier. If you do want to put Grothama in your command zone, I would build the deck a little more different. Cards that grant trample to your Wurms and playing indestructible combat tricks are a lot more useful with Grothama in play.

With that out of the way, let's get into the deck!


Will you like this deck?

I'd say that this deck's strategy is as simple as it gets, so this should be an easy question for you to answer. If you are unsure, however, here are some things you might want to consider:

You may like this deck if you:

  • Want a simple deck with a straightforward game plan
  • Are okay with playing in a single color
  • Aren't looking to play competetively
  • Like Wurms and hitting people with them

You may not like this deck if you:

  • Want a deck with a more complex game plan, possibly involving combos
  • Prefer playing in 2 or more colors
  • Don't like making the decision to attack opponents / don't want a deck that plays aggressively
  • Want a deck that is very resilient

How do I play this deck?

Piloting this deck is not very difficult in terms of game-mechanics and is instead difficult in terms of reading the state of the game, which I will cover here.

In the early game our goal is to set up. As with any commander game, the first couple of turns consist of playing ramp spells like Rampant Growth and setting up a way to gain card advantage. In this deck we have 6 repeatable sources of card advantage. Up the Beanstalk, Elemental Bond, Garruk's Uprising, Tribute to the World Tree, Guardian Project and The Great Henge. All of these cards essentially turn our Wurms (or other big spells... seriously who thought Up the Beanstalk was balanced) into cantrips. Once we have ramped enough and have planned a way to gain card advantage, we move into the mid-game.

In the mid-game our goal is to build up a board state. Usually our first step here is to play out Baru, Wurmspeaker and start making Wurms with his ability. Use your judgement here to try and determine if playing a creature that grants +2/+2 and trample to all of your Wurms and can tap to make a Wurm is scary. It usually is so make sure you have a plan to protect your board with Swiftfoot Boots, Lightning Greaves, Heroic Intervention, and Wrap in Vigor. While building up a board state you should also be swinging at people who are open or at people who are threatening. Threatening can mean different things to different people so let me enlighten you as to what threatening means to a green mage who likes Wurms:

-A bunch of untapped mana

-A deck that are in colors or strategies that love board wipes

-A combo deck that doesn't care about what their life total is

-A player with a grip of cards big enough to make you question why you aren't in blue

-Blue and Black mana in general

You might notice that a lot of these don't have anything to do with what is on the board currently. This is because, outside of board wipes and removal, there isn't much that can stop a board full of trampling Wurms. Think about it this way: Which deck at the table would be the easiest to beat in a 1v1 fight? When you have figured this out, you have figured out what is threatening and can focus on taking out your threats. You don't have to take out your threats alone. If Mr. Sultai McValueEngine truely needs to be stopped, be sure to utilize politics to take them down like a true america- I mean commander player.

In the late game the goal is to finish out the game. Make sure you understand how threat assessment works because you will not win a 1v1 against Sultai McValueEngine. Continue to build up your board state and win by hitting our opponents with an endless horde of Wurms. If you are struggling to finish the game, we have Overwhelming Stampede, Return of the Wildspeaker and, my personal favorite, Klothys's Design which is just... just funny.


Thats a wrap!

I do plan on updating this deck as new sets (and Wurms) come out. Hopefully this primer was interesting and gives you some insight into whether or not you would want to play this deck or decks similar to it. If you love this deck as much as I do please like the deck and if you have any questions comments or concerns I'd love to hear about it in the comments. Thanks for reading!

Suggestions

Updates Add

Upgrades, people, upgrades!

Since I last touched this deck I have grown a lot as a deck builder. Here are my 16 swaps!

Cuts: 3 Forest, Asceticism, Defense of the Heart, Herald's Horn, Loxodon Warhammer, Regrowth, Rhonas's Monument, Traverse the Outlands, Colossal Majesty, Drumhunter, Obscuring Haze, Pathbreaker Wurm, Zendikar Resurgent, Glorious Sunrise

The one thing that all of these cuts have in common is that they are all pretty clunky. Big enchantments that don't do anything the turn they come into play, slow ramp and outdated cards have been removed.

Adds: Return to Nature, Llanowar Elves, Sakura-Tribe Elder, Wrap in Vigor, Grothama, All-Devouring, Praetor's Counsel, Song of the Dryads, Three Visits, Klothys's Design, Nykthos, Shrine to Nyx, Bala Ged Recovery  Flip, Boseiju, Who Endures, Emergent Woodwurm, Up the Beanstalk, Contest of Claws, Archdruid's Charm

With the addition of these cards the mana curve has slimmed down by quite a bit. I added some cleaner removal and finishers along side some lands that are just too good to pass up. I'm very happy with how the deck plays after these swaps!

Comments

90% Casual

Competitive

Revision 10 See all

(2 weeks ago)

+1 Archdruid's Charm main
-1 Asceticism main
+1 Bala Ged Recovery  Flip main
+1 Boseiju, Who Endures main
-1 Colossal Majesty main
+1 Contest of Claws main
-1 Defense of the Heart main
-1 Drumhunter main
-1 Emergent Woodwurm acquire
-3 Forest main
-1 Glorious Sunrise main
+1 Grothama, All-Devouring main
-1 Herald's Horn main
+1 Klothys's Design main
+1 Llanowar Elves main
-1 Loxodon Warhammer main
-1 Magewright's Stone maybe
+1 Nykthos, Shrine to Nyx main
-1 Obscuring Haze main
-1 Pathbreaker Wurm main
and 32 other change(s)
Top Ranked
Date added 3 years
Last updated 2 weeks
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

7 - 0 Mythic Rares

28 - 0 Rares

23 - 0 Uncommons

16 - 0 Commons

Cards 100
Avg. CMC 4.45
Tokens Beast 3/3 G, Wurm 3/3 C w/ Deathtouch, Wurm 3/3 C w/ Lifelink, Wurm 4/4 G, Wurm 5/5 G, Wurm 5/5 G w/ Trample, Wurm 6/6 B, Wurm 6/6 G, Wurm */* G
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