The existence of Pelakka Wurm was likely why I
was so rough on Beastbreaker of Bala Ged
yesterday. Sure the Beastbreaker lets you pay in
installments, but the Wurm here is just so much
better. You get 7 life just for getting it onto
the board, for any length of time, and you draw
a card to replace it when it goes. And if you
can get it back from the graveyard? The
advantages just keep piling up. And I haven't
even mentioned that it swings for 7 and
tramples! Older players will see the
similarities to Solemn Simulacrum, an artifact
creature from Mirrodin which also conferred an
advantage coming in and going out. That card saw
lots of play. I expect this one will too.
We talked last week about what you "should" get
when you pay nine mana for something. There is
slightly more of a precedent for the answer to
the corresponding question about seven mana, and
Pelakka Wurm blows it out of the water. Most
wurms and such are costed neutrally or even have
(usually flavorful) drawbacks, and so this
particular one seem insane if that's what you're
used to. Don't hold that against the card too
much, though - it's still plenty cool.
Has anybody else noticed that somebody on the
Rise of the Eldrazi concept art team really,
really liked Dune?
Craw Wurm eat your heart out. Pelakka Wurm is
a powerful Wurm creature from Rise of The
Eldrazi. For seven mana you get a life swing a
beefy creature and it immediately replaces
itself when it hits the graveyard whats not to
like? In standard this card is expensive and I
doubt it will see much play as the level of
competitive cards is so much higher. In extended
and eternal I am once again guessing no barring
some sort of shenanigans. In casual and
multiplayer this is Timmytastic it can spread
the love around the table with a big attacker
and the life gain helps in multiplayer. Since
this card is uncommon it should be easy to get a
play set and its a good and efficient card for
multiplayer and adding to your collection. In
limited wow this card is great, life swing and a
fatty opponents have to deal with makes it a
perfect choice if your heavy in green and id
pick it early.
Today's card of the day is Pelakka Wurm which
is a very efficient 7/7 for seven as it has
Trample, life gain, and a card draw effect all
built in. The cost may be a little high for
constructed formats, but Green can accelerate to
seven quite easily and aside from being
countered there is no real risk of running this
card.
For Limited this is an uncommon that can make
a play at being a first pick in Booster, but
does encourage at least half or more of the deck
be Green for maximum effect. A three color deck
would rarely get to play this as swiftly as
mono-Green or two colors, which may limit it a
bit for Sealed. Overall life gain, trample, and
card draw on a 7/7 for a cost lower than the
Eldrazi is a steal and most decks should have
three green by or before turn seven. Multiple
copies are a serious threat to any opponent's
tempo and should be played whenever possible.