Subject: [DECK] WurmAGeddon Date: Mon, 12 Oct 1998 11:58:01 +0200 (METDST) From: dirk.herzog@sap-ag.de (Dirk Herzog) To: fkusumot@ix.netcom.com Thinking about the Urza's Saga Metagame, it seems that the suicide approach by black and red will get to a halt (especially the red approach) and control seems to be on the rise again with cards like Worship (drop an Arg.Enchantress and look how they deal with it). Cards like Lifeline (that shall work after a Wrath) and Academic Laboratory (a card that seems perfect but I doubt that somebody can build a successful deck around (hint: how do you deal with the Scraggy)) make main deck Enchantment and Artifact removal necessary. So I asked myself: What do all new decks probably need in masses? Mana. Then I looked at the Argothian Wurm and deemed it as a worthy Ernie replacement in a deck called WurmAGeddon Lands 8 Plains 8 Forest 4 Brushland 2 Wasteland Other Mana 4 Mox Diamond 4 Llanowar Elves maybe some Birds of Paradise but I don't know Land Destruction 4 Armageddon Geddon early and often 4 Argothian Wurm ditto The other creatures 2 Scragnoth make draw go fear 4 Cartographer you'll have alot of land in the graveyard 3 Wall of Blossoms always useful 3 Soltari Monk protection from Black Shadow, replace with White Knight depending on the metagame Usability 4 Reclaim Look, another Geddon 4 Disenchant Maybe Monk Realist 2 Null Brooch Counter ugly spells Sideboard: don't know yet, but something like 2 Null Brooch 2 Scragnoth Against Draw Go 2 Wasteland Against most everything 3 Light of Day 6 places left The idea is to either geddon first and then play a wurm fast (so that they don't have lands to sacrifice) or play a wurm and when they decide to let him in, play a geddon. In playtesting it rocks when I get a Wurm or Geddon out fast (about 50% chance for Wurm/Geddon and Llanowar/Mox until turn 3). I'll probably up the land count about one or two but I don't know what to take off, probably a Scraggy. This deck still needs a lot of fine tuning but it has two definite advantages. It's fast enough against Mono Blue to put it under pressure and Sui Black has problems to get out a Perish to stop the Wurm. I found out that the Wurm rocks against many weenie decks because they tend to go land light and you can often deny them the three mana they need to work their removal. I'd like to get some comments about the sideboard and some ideas if my metagame prediction makes sense or if I forgot important decks that wreak havoc to WurmAGeddon. Best regards Dirk dirk.herzog@sap-ag.de