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Pojo's Magic The Gathering
Card of the Day

Daily Since November 2001!

Armada Wurm
Image from Wizards.com

Armada Wurm
- Return to Ravnica

Reviewed December 11, 2012

Constructed: 4.5
Casual: 4.5
Limited: 4.5
Multiplayer: 4

Ratings are based on a 1 to 5 scale
1 being the worst.  3 ... average.  
5 is the highest rating

Click here to see all of our 
Card of the Day Reviews 


David Fanany

Player since 1995

Armada Wurm
 
Cards like this are why counterspells are not and never will be "exactly equivalent" to removal (or however people are expressing that sentiment these days). Heck, against a card like this, removal is barely equivalent to removal. Broodmate Dragon was one of the most powerful creatures of its day, and this card gives you 25% more attack stat for the exact same converted cost (!). Some days I can't help but feel that we're rushing towards the trading card game equivalent of the engine-exploiting Skyrim weapons that take down dragons in a single hit and that some people think it's a good idea to make for their character.
 
Constructed: 4/5
Casual: 4/5
Limited: 4/5
Multiplayer: 4/5
John
Shultis
Phoenix
Gaming
     Welcome back to the card of the day section here at Pojo.com! We are looking at Armada Wurm from Return to Ravnica today. Armada Wurm is a Mythic rare white and green creature wurm that costs two generic, two green and two white mana and is a 5/5. Armada Wurm has trample and when it enters the battlefield, you put a 5/5 green wurm creature token with trample onto the battlefield. 

     Anything these days that is cheap and has amazing effects are simply some of the best cards in the game. Armada Wurm simply continues this new 'get what you pay for plus' Magic style. For just six mana, you get not one, but two 5/5's with trample. Now that is a deal. And while you sink that thought into your brains, just look at the colors, green/white is Selesnyan, and that means populating the living daylights out of that 5/5 trampling token. 

     But populating the token is not the only means of ensuring that this creature is properly utilized. Cloudshift not only boosts this card, it outright breaks it! Attacking with the Armada Wurm, probably gets some damage through. Your opponent may counterattack, Cloudshift, now you have two 5/5 blockers. OUCH!!!
 
Limited: 5/5
Constructed: 5/5
Casual: 5/5
Multiplayer: 4/5
Arsenic

Today's card of the day Armada Wurm is a six mana Green and White 5/5
with Trample that enters play with a 5/5 Green token with Trample.  This
is a very efficient, if somewhat expensive, card that adds a great deal
of threat for a single card.  This could almost be a finisher in a
Green/White build and is particularly effective if brought into play
without requiring the full mana cost.  Resisting removal, by being a two
for one and higher than average toughness on both, plus having Trample
will have this seeing at least some play in a variety of formats.
 
For Limited this is a huge bomb for Selesnya that will win most games by
being very difficult to fully deal with either through removal or
stalling the attacks of 5/5 tramplers.  An absolute first pick in
Booster and automatic inclusion for Sealed using Green/White, though the
double Green and White in the cost keeps it from being easily splashed.
 
Constructed: 4.0
Casual: 4.0
Limited: 5.0
Multiplayer: 4.0

BMoor

Armada Wurm

Getting two 5/5 tramplers for one card is pretty good, and at a mere six mana even better. The color requirements are steep though, so you can't really play Armada Wurm unless you're committed to Selesnya. If you are, though, then you're probably also committed to Propagate, and that means Armada Wurm isn't "just" two 5/5's-- it could end up as a lot more. So, Armada Wurm is excellent in a Propagate deck, solid in other G/W decks, and pretty much unplayable in any other. That makes it a pretty narrow card, and as such its real rating is only as strong as the deck it works in. 

I don't know how powerful Propagate decks will be in Standard for the next two years or so. I don't know if they'll be control decks that cheat out advantages by getting an extra token with every card, or if they'll be weenie rush decks that dump tokens into play and overwhelm an opponent before Armada Wurm ever hits the board. I suspect they'll be control decks... and if they are, they may be W/U with a splash of green, using blue's control suite with white's best propagators. If that's the case, Armada Wurm will see no play at all. We'll just have to see if this Wurm sits at the head of an archetype, or serves only as the junk mythic that people draft for their Limited Selesnya decks and then never look at again.

Constructed- 3.5
Casual- 4
Limited- 4
Multiplayer- 3.75


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