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MDV Featured Article:
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MDV Featured Article - Irrational Love: Panglacial Wurm. - by Cashew - posted 3/9/07 - discuss here

When Coldsnap (CSP) came out online, alot of the players I know were looking over the card lists for interesting things to play. The obvious attention grabbers were cards like Adarkar Valkyrie, Haakon, Stromgald Scourge, Ohran Viper, amongst others, but one card in particular stuck out like a sore thumb to me - Panglacial Wurm. Panglacial Wurm, is one of the few cards I can even think of that by simply being in the library is a threat. While Flash and multiple mechanics have really elevated the threat of the Hand and Graveyard fields, Panglacial is one of the few that expand the threat of the Library which has been generally overlooked thus far. Only recently have mechanics such as Ripple begun to treat it as a threat.

The ability of the Panglacial Wurm to come out of the middle of your library at any time was a groundbreaking moment in Magic to me. I can't think of many cards that threaten an opponent merely because they are in their deck. I really hope to see more cards to expand this playstyle/mechanic. What to call it though? In effect, it's a self-tutor as it can be cast anytime you are searching your library.

The issue with Panglacial Wurm is apparent though -- seven mana to cast. I mean how often are you searching your library and have seven mana free? Well, that's what inspired me in the end. I had a few simple choices to make, and it being land week I'll discuss how I came about to the first deck I created around Panglacial Wurm, and how more and more realizations about how important the land in the deck was to making the deck work.

Acceleration vs. Fast Drop vs. Multiplication vs. Creation vs. Augmentation vs Reduction

The first question I had to answer, was how exactly do I get the mana to play Panglacial Wurm? With five methods of making the card more playable, I had a few options to consider, although the choice was obvious fairly quickly. Since everyone is talking about lands this week, I won't bore you too much with details. Instead, I have an awesome chart. Who doesn't love charts?

Land Accelerators A card that fetches land(s) out of your library and puts them either directly into play or into your hand. Effectiveness is determined by restrictions on lands it can fetch, cost vs. lands retrieved, and other effects.
Pros: Allows searching of the library, numerous choices, thins out deck
Cons: Situational to card
Staple Cards: Rampant Growth, Harrow, Kodama's Reach, Farseek, Sylvan Scrying, Sakura-Tribe Elder, Solemn Silacrum, Weathered Wayfarer, Gift of Estates
Fast Droppers A card that allows you to play more than one land in a single turn, thus accelerating the number of lands you have in play much faster.
Pros: Lots of mana in play early
Cons: Worthless past turn 3, dependent on you having land in hand to play
Staple Cards: Aszua, Lost but Seeking, Fastbond, Summer Bloom, Sakura-Tribe Scout
Mana Multipliers A card that adds mana to the existing mana pool for each land tapped. Generally an artifact or enchantment.
Pros: Excessive amounts of mana without excessive amounts of land
Cons: Often grants opponent the same effect
Staple Cards: Vernal Bloom, Gauntlets of Power, Gauntlet of Might, Mirari's Wake, Heartbeat of Spring
Mana Creators Cards that can generate additional mana each turn. Generally creatures and artifacts.
Pros: Have legs, large variety for most colors, Infinite Combo Engines
Cons: Destroyable by a larger variety of spells
Staple Cards: Llanowever Elves, Ley Druid, Sol Ring, The Moxen, Eldamari's Vineyard, Signets, Talismans, Fertile Ground, Wild Growth
Mana Augmentators Cards that generate a burst of mana one time. Generally are Instants.
Pros: Cheap and easy to cast. Enables storm and fast cast decks
Cons: Not as powerful in late game.
Staple Cards: Dark Ritual, Seething Song, Black Lotus, Basal Thrull
Mana Reducers This type of card has disappeared in the recent years, but there are some cards that reduce the actual cost to cast creatures/spells or can even bring them into play for a different cost all together.
Pros: Ease to play future spells
Cons: Often a universal effect
Staple Cards: Helm of Awakening, Fluctuator, Goblin Warchief, Elvish Piper

As I said earlier, it was important for me to search my library in order to cast Panglacial Wurm. So the only true choice of mana acceleration was to use the land accelerators to pull in more land turn after turn.

My initial thoughts were to use a mix of basic and non-basic lands and utilize Farseek, Sakura-Tribe Elder, Rampant Growth and Kodama's Reach. The reason I was going with Farseek was the that I wanted a tinge of darkness to the Garden I was going to till for my little Wurm. I wanted it to have friends and I wanted them to be powerful. Afterall, when you have tons of mana, why not use it?

Since the goal was to accelerate up to 9 mana as fast as possible to hard cast Panglacial Wurm from a search, my choice in creatures wasn't limited by casting cost. This lead me to another beautiful Coldsnap creature - Herald of Leshrac. Utilizing him, I now had a nasty Wurm hiding in my garden, and I had a gardener who tilled and brought in new plants all the time. Here is the initial version of my little garden.

 

 [back to top]

 

My Little Garden.
Kawi-Rav-Cav-CSP Era

Lands (22)
4 Overgrown Tomb
9 Forest
9 Swamp

Creatures (16)
4 Sakura-Tribe Elder
4 Panglacial Wurm
4 Hearald of Leshrac
4 Stinkweed Imp
Spells (22)
4 Farseek
4 Kodama's Reach
4 Putrefy
4 Vigor Mortis
3 Rampant Growth
3 Hurricane
by Cashew

Here was the problem though. While the deck did get nasty, the people I were testing against were heavy into Black White Blue control decks. So while my idea worked without a hitch, I was hardcasting Panglacial Wurms as early as turn four, I just couldn't swing with them. Wurm after Wurm met a Condem or Faith's Fetters. In most cases, the Hurricane game ender was used more for suicide than anything else. I know what you're saying, the problem is I have sixteen cards that do nothing, but fetch mana, but let me tell you one thing. Have you ever seen what happens when a person has 9+ lands on turn five? It gets nasty, and nasty fast.

Alas, at this point, my Garden was fallow. I couldn't get a single victory with it, and even after they switched to nicer decks it was usually a fast kill Boros deck or a token swarm deck that would eat me alive before the Wurms could get out there to stop them. Most people would just discard the garden since I didn't get a single win out of 10 games. Not me, I tweaked it some, removed a few cards and ultimately tried a few different supplemental spells. That wasn't the problem, I was still losing no matter what 12 random spells I swapped in.

It was at this point I deviated from the norm and took the same deck and went two completely opposite directions with it. One direction, was Leshrac and the Wurms were given a few nasty friends with names like Kokoshu, while in the other direction, the Garden itself did the biting with Natural Affinity. In one, direction, I was using even bigger even nastier creatures to cheese my opponent out, while in the other I was overrunning with land.

The problem was while these two decks were both now generating wins, they both missed a key compoment. Koko missed a finisher in stalemates while Natural Affinity missed that ability to survive a fast kill deck. Ultimately the solution became obvious, and the results made my friends cringe. For the next few weeks, everytime I sat down to a 1v1 or a 2hg, I almost certaintainly won, my little Garden had been pruned of all the weeds and what was left flourished.

The missing piece of both the Natural Affinity and the Legendary Kill deck, was each other. The unification became dubbed the Garden of Destruction. It featured heavy creatures fast and furious and was able to end stalemates with a furious Natural Affinity Assault. If you doubt it's power, have you ever seen a Kokoshu fetched, cast, alongside a Panglacial Wurm on turn seven? I have, many times, and it always makes everyone cry. Here's my garden.

 

 [back to top]

 

Garden of Destruction.
Kawi-Rav Era

Lands:
11 Forest
11 Swamp

Creatures:
4 Panglacial Wurm
4 Kokushu, the Evening Star
4 Sakura-Tribe Elder
3 Herald of Leshrac
1 Myojin of Night's Reach
1 Arashi, the Sky Asunder
Spells:
4 Kodama's Reach
4 Early Harvest
4 Natural Affinity
4 Time of Need
3 Putrefy
2 Farseek
  
by Cashew

Now, why this still may look unthreatening to you, I ask you to try it out. The massive assault of creatures that demand answers early and fast will send many people scrambling. While there isn't a lot of card advantage, you don't need it. The natural thinning of the deck from fetchers guarantees interesting draws, while turning every tutor into a Panglacial Wurm with the proper mana. This creates a quasi card advantage and discernable power-rift. Spot control decks suffer because of every creature demanding a target, while Koko punishes anyone that dares to kill it, if necessary Myojin can completely erase a control deck's hand.

The other issue is that no person ever sees the Natural Affinity finish unless they know it's in there. While you throw out creature after creature of massive size, you secretly hold onto your finish. Herald helps to tip the land balance in your favor, and when the time is right you unleash your 9 to 15 lands into a massive 2/2 alpha strike. I found this to be the perfect deck for land week as it brings about a few massive cards that deal with land.

Early Harvest / Natural Affinity Primer.
For those of you who have never used this powerful combo, I want to talk about both of these cards for a little bit. Early Harvest while seemingly simple and straightforward, is one of the biggest sleeper cards in the game. Pro players have used it to turn formats like Emperor onto it's head, unleashing powerful combos and unstoppable recursion in all sorts of decks. The biggest thing to know about Early Harvest is it only  on basic lands, no duals, coffers etc.

Simple usage of Early Harvest is to accelerate mana. The formula for how much mana you can gain by using Early Harvest is simple. X + X-3 (where X is the total basic lands you have). So basically it would run as such:

3 lands - 3 mana
4 lands - 5 mana
5 lands - 7 mana
6 lands - 9 mana

The question is how do you use that mana? Typically Early Harvest has been used not to accelerate mana in such a basic manner, but to unleash powerful combos. One such combo that is very easy to pull off and popular is the one this deck utilizes: Early Harvest + Natural Affinity, the surprise of all your lands all of a sudden becoming 2/2 creatures can lead to an alpha strike kill.

Another powerful combinations include things like Early Harvest + Natural Affinity + Insurrection. Ideally Natural Affinity is saved to finisher, but sometimes can be used to deal maximum damage in situations where your opponent has far more lands tapped out than you. It's important to remember that all lands will be 2/2's, not just yours.


Now that the Garden is no longer STD legal however, I updated it just for this article. I wanted to show you how it can grow and exist outside of a STD limited environment. There isn't a whole lot of change here, because the core of the garden is intact. To add too much would tear apart how it works regardless.

 

 [back to top]

 

Garden of Destruction.
Extended Legal

Lands (22)
11 Forest
11 Swamp

Creatures:
4 Panglacial Wurm
4 Sakura-Tribe Elder
4 Kokushu, the Evening Star
3 Herald of Leshrac
1 Myojin of Night's Reach
1 Arashi, the Sky Asunder
Spells:
4 Kodama's Reach
4 Early Harvest
4 Natural Affinity
3 Time of Need
3 Damnation
3 Harmonize
by Cashew

That's all for today's Irrational Love!

~Cashew

You can discuss this article in the MDV forums here.
Find other articles by this author here.
Find other articles from this series here.

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Articles Spotlights from 2007:
Lorwyn Theme Week Intro & Schedule of Events
Blink And Bounce: Timing is Key
Going Blind: XCB Metagaming - A Prolonged Conclusion.
The Science of Magic: Genetic Engineering, Part Two.
Shifting Lineaments: Casual Metagaming (Pt. 2).
The Dungeon Of Malefict: Pure Evil!
Land Week Introduction & Schedule.
Combofusion: Legends Timeshifted.
One Card to Rule Them All: Coastal Piracy
Irrational Love: Chimeras. The Lego's of Magic.

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