Thoughts on?
I have a soft spot for this card. Maybe just because it is one of the durdliest cards known to dredge-kind, maybe because it nice to get see the word worm instead of wurm on a magic card, maybe, just maybe it is the
card that saved my life. Sorry, I went a bit overboard there but this card rustles more jimmies than you could ever imagine.
It's power and subsequent pick position varies wildy on your environment. You need to be able to make sure that the initial casting is going to produce a respectable amount of tokens to make a board stable. For my peasant cube, this is 3. As there isn't anything too big and swingy and being able to get 4 then 5 in subsequent turns should be able to overwhelm the opponent. In my wobbly cube, it probably needs to be 4+ as spending turn 5 on making minimal guys for the hope on making more in later turns (if you draw land) probably won't cut it in that format.
Lets check out what can help make
Worm Harvest work for you:
- Play in a medium power level fetch heavy environment
- Use as an incidental value card in a dredge strategy
That is about it really. I really do adore the card, but it isn't working in my wobbly cube. It is there as dredge support, but they never want to use it as they all want to be creature heavy for
Sidisi. It's going to be a sad day but it will be cut next update. It's a shame as I wanted to at least give it one chance before it disappeared. I think I was hoping it could fit with
Wildfire for some RG control shenanigans but that was just too lofty an ambition. I think me drafting this deck in one of Grillo's cubes revved me up too far.
There are so many other 5-drops that can do what this does and probably fit in your environment better:
There are also just times where it is exactly what your cube needs for a bit of interesting spice and it could just be the nuts:
As Safra is to
Doomsday I am to
Worm Harvest. If you have it in your list I will seek it out, and try and force the jankiest thing with it. For I shall forever be grinding with the worms.