
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
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
RW Dwarves / StoriedRW Dwarves / Storied — BorosDwarf tribal deck built around Storied: once you control three or more artifacts, legendaries, and/or Sagas, you have an 'enduring story' for the rest of the game, permanently upgrading your Storied cards.How it plays: Count your artifacts, legendaries, and Sagas when building — you want to turn on the enduring story early and reliably. Equipment counts twice here (artifact + Dwarf tribal support). Once the story is on, it stays on, so cheap enablers that die don't turn it off.BR Goblins / AmassBR Goblins / Amass — RakdosAggressive Goblin tribal deck using Amass to grow an Army while chipping in damage. Sacrifice and death-trigger payoffs convert expendable bodies into value.How it plays: Amass stacks onto a single Army creature, so protect it or diversify threats. Removal-dense colors: use it to clear blockers and keep tempo. Death triggers make trades profitable.
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
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 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.
Synergy graph
Min strength
Showing 2 of 2 connections · click a card to explore its graphLine thickness = strength



