How much simpler could it be? A 5/4 for five
mana. This card exists mainly to be big and easy
to use. It's good in Limited, where creatures of
this size are hard to find and one of the best
kills spells around is Lightning Bolt, which
only does 3 damage. Outside of that though, you
can usually find a card to do more than this for
five mana.
To paraphrase another famous card's flavor text,
Spined Wurm is mostly just big - but that does
count for a lot! In the high-pressure world of
competitive constructed, people generally turn
to creatures with more rules text than this Wurm,
but in plenty of decks in other places, being
"just big" can be solid, threatening, or even
dominating (Mighty Leap, anyone?). And you never
know: perhaps there'll be a Wurm tribal lord in
Scars of Mirrodin . . .
Welcome back readers today's card of the day is
a creature that has seen been printed in a large
number of core sets throughout Magic. Spined
Wurm is a vanilla 5/4 creature for five mana and
is banished to most often limited play these
days. In standard, extended and eternal should I
have to tell you why this card is bad? In
standard we have Leatherback Baloth if you just
need a big body and other formats have Tarmogoyf
and even cards like Troll Ascetic are better
don't play this card. In casual and multiplayer
there is such a plethora of good green creatures
once again please don't touch this card. In
limited this card shines I would draft Yavimaya
Wurm over this but they are both good additions
to green decks. Overall this card is relegated
to limited otherwise stay clear.
Today's card of the day is Spined Wurm which is
a five mana 5/4 Wurm with no special effects and
nothing to really compel anyone to play it in a
standard deck. It isn't exactly a bad
card, just Green has many other options that
offer more at a similar cost.
For Limited this is a decent choice as a midgame
threat to support bigger bombs by being bait for
removal or even blocking an opponent's threat
with the fairly impressive five power.
Four toughness is enough to shake off a
Lightning Bolt which forces a two for one
exchange or a different option and the single
Green in the casting cost allows it to be played
in multicolor decks with ease. Not having
Trample is a big loss offensively, but this is a
good choice to include in Sealed and a decent
pick after the first choices in Booster.