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CardName: Root-Buster Wurm Cost: 7GG Type: Creature - Wurm Pow/Tgh: 10/10 Rules Text: Trample Morphtrap {6}{G} {You may cast this card face down as a 2/2 creature for {3}. When it enters the battlefield, target opponent gains control of it. Only you may look at it. Turn it face up any time for its morph cost.) When Root-Buster Wurm is turned face up, its owner gains control of it. Flavour Text: Set/Rarity: Multiverse Design Challenge Uncommon

Root-Buster Wurm
{7}{g}{g}
 
 U 
Creature – Wurm
Trample
Morphtrap {6}{g} {You may cast this card face down as a 2/2 creature for {3}. When it enters the battlefield, target opponent gains control of it. Only you may look at it. Turn it face up any time for its morph cost.)
When Root-Buster Wurm is turned face up, its owner gains control of it.
10/10
Updated on 12 Sep 2015 by jmgariepy

History: [-]

2015-09-12 06:51:29: jmgariepy created and commented on the card Root-Buster Wurm

For Challenge # 134. I confused a few people with Sol Elemental because it was a funny card, but not that great. I kind of assumed some sort of bounce could be involved, but the card should be playable without that. I also should have followed up with a morphtrap that gave attacking and blocking relevance.

You attack and block with morphtrap because you don't know what you technically have. Sure, you can choose not to attack and block with a morphtrap that you suspect is a Sol Elemental. You'll be very sore, though, if it turns out you've been holding onto a Root-Buster Wurm this whole time...

I do think there's some design space in morphtrap, but I'm not sure this really works either -- you'd usually wait until you can unmorph it immediately, or at least next turn?

It's a shame you can play this after combat. It kind of takes some oompf out of the drawback. Maybe that's not such a bad thing... People like the occasional card that defeats the point, like Roar of the Wurm. Does bug me, though.

In a lot of games, however, when playing green, it may be better to play this early-ish, and activate it later. For example, if you have two of these it's probably best to play both, wait until the end of an opponent's turn in which you have 7 mana, then demorph and demorph on your turn.

Either way, though, you're right that there can only be one card that works like this because it's too easy to take advantage of. I got a better idea for a morphtrap. I'll post it tomorrow.

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