Desert Were-Worm
Desert Were-Worm4 R R
Creature — Dragon Wurm
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.
rare0/5

Versions

Desert Were-Worm — Base #92
Base #92
Desert Were-Worm — #225
#225
Desert Were-Worm — #261
#261

Desert Were-Worm

AI draftAI-generated draft analysis — not yet human-reviewed. Treat with healthy skepticism.

Limited summary

Six-mana 0/5 that grows +2/+0 per Mountain — an 8/5 or bigger in mono-red-leaning decks — and grants an extra combat when your team attacks with 12+ total power. A finisher that ends games the turn it connects.

Roles

CreatureRole — Mainly provides a body on the board.FinisherRole — Closes out the game once you're ahead or the board stalls.Build-AroundRole — Worth warping your deckbuilding to support.PayoffRewards you when the archetype's condition is met — only as good as your enabler count.

Archetypes

Gameplay notes

The extra combat unTAPS all attackers — with a big enough board it's usually lethal on the spot. Count total attacking power carefully; 12 includes the Worm itself.

Key synergies

Wizard's Staff
Wizard's StaffComboA specific, particularly strong two-card interaction.Synergy strength 3/3 — Strong

Equipping Desert Were-Worm causes its twelve-power attack ability to trigger an additional time, creating two additional combat phases instead of one; prowess can also help the equipped Were-Worm contribute enough power to reach the threshold.

Dáin Ironfoot
Dáin IronfootComboA specific, particularly strong two-card interaction.Synergy strength 3/3 — Strong

Dáin can attach his Axe to Desert Were-Worm, causing the enormous Worm to gain double strike when it attacks; the additional combat then lets it attack with double strike again.

Desolation of Smaug
Desolation of SmaugDirect SynergyExplicit mechanical interaction between the two cards.Synergy strength 2/3 — Meaningful

The Worm is a Dragon: it survives the 3-damage sweep, and the four ritual mana can cast it a full two turns early.

Last Light of Durin's Day
Last Light of Durin's DayBuild-AroundOne card gets much better because the other exists.Synergy strength 2/3 — Meaningful

The Worm is a Dragon, and the Mountain-heavy deck the quest demands is exactly what pumps the Worm's power.

Misty Mountains Raider
Misty Mountains RaiderComboA specific, particularly strong two-card interaction.Synergy strength 2/3 — Meaningful

Raider steadily builds the total attacking power needed to reach Desert Were-Worm's twelve-power threshold, and the resulting additional combat lets Raider trigger again and amass another 2.

An Unexpected Party // At the Door
An Unexpected Party // At the DoorEnabler → PayoffOne card sets up the condition the other rewards.Synergy strength 2/3 — Meaningful

The Dwarf tokens add substantial total attacking power, and naming Dwarf gives each another +2 power, making it much easier to reach the Were-Worm's twelve-power threshold for an additional combat.

Wilderland Scrounger
Wilderland ScroungerEnabler → PayoffOne card sets up the condition the other rewards.Synergy strength 2/3 — Meaningful

Desert Were-Worm reliably enables Puppyyyy's Ferocious attack trigger, and the Were-Worm's additional combat lets Puppyyyy attack and put a +1/+1 counter on the entire team a second time that turn.

The Lonely Mountain
The Lonely MountainBuild-AroundOne card gets much better because the other exists.Synergy strength 2/3 — Meaningful

The Lonely Mountain counts as a Mountain to give Desert Were-Worm +2/+0 while also producing Dwarf tokens whose power helps the attack reach the twelve-power threshold.

Troop of Ponies
Troop of PoniesEnabler → PayoffOne card sets up the condition the other rewards.Synergy strength 2/3 — Meaningful

Troop of Ponies both accelerates Desert Were-Worm and finds two Mountains, increasing the Worm's power by +4 once both lands are in play.

Through the Forest Gate
Through the Forest GateEnabler → PayoffOne card sets up the condition the other rewards.Synergy strength 2/3 — Meaningful

Every Mountain found by Through the Forest Gate permanently adds 2 power to Desert Were-Worm, helping the deck reach the 12 attacking power needed to earn an additional combat phase.

Smaug's Fury
Smaug's FuryEnabler → PayoffOne card sets up the condition the other rewards.Synergy strength 1/3 — Nice to have

The +3 power can push an attack over Desert Were-Worm's twelve-power threshold, and first strike makes the Worm safer in every combat phase it creates that turn.

Synergy graph

Min strength
Through the Forest Gate ↔ Last Light of Durin's Day Build-Around · strength 2/3Last Light of Durin's Day ↔ Troop of Ponies Enabler → Payoff · strength 2/3Last Light of Durin's Day ↔ The Lonely Mountain Direct Synergy · strength 2/3Wizard's Staff ↔ Dáin Ironfoot Direct Synergy · strength 3/3Dáin Ironfoot ↔ The Lonely Mountain Enabler → Payoff · strength 2/3Smaug's Fury ↔ Dáin Ironfoot Direct Synergy · strength 3/3The Lonely Mountain ↔ An Unexpected Party // At the Door Tribal Synergy · strength 1/3Misty Mountains Raider ↔ Wizard's Staff Combo · strength 3/3Desolation of Smaug ↔ Wizard's Staff Direct Synergy · strength 2/3Desert Were-Worm ↔ Wizard's Staff Combo · strength 3/3Desert Were-Worm ↔ Dáin Ironfoot Combo · strength 3/3Desert Were-Worm ↔ Desolation of Smaug Direct Synergy · strength 2/3Desert Were-Worm ↔ Last Light of Durin's Day Build-Around · strength 2/3Desert Were-Worm ↔ Misty Mountains Raider Combo · strength 2/3Desert Were-Worm ↔ An Unexpected Party // At the Door Enabler → Payoff · strength 2/3Desert Were-Worm ↔ Wilderland Scrounger Enabler → Payoff · strength 2/3Desert Were-Worm ↔ The Lonely Mountain Build-Around · strength 2/3Desert Were-Worm ↔ Troop of Ponies Enabler → Payoff · strength 2/3Desert Were-Worm ↔ Through the Forest Gate Enabler → Payoff · strength 2/3Desert Were-Worm ↔ Smaug's Fury Enabler → Payoff · strength 1/3Desert Were-Worm (this card)
Showing 20 of 20 connections · click a card to explore its graphLine thickness = strength