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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
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
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 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.
The Worm is a Dragon: it survives the 3-damage sweep, and the four ritual mana can cast it a full two turns early.
The Worm is a Dragon, and the Mountain-heavy deck the quest demands is exactly what pumps the Worm's power.
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.
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.
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 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 both accelerates Desert Were-Worm and finds two Mountains, increasing the Worm's power by +4 once both lands are in play.
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.
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.












