Bellowing Tanglewurm is one of those cards players keep asking about. Here is, in plain words, what its official text says, the rulings published by Wizards of the Coast, and the combos players actually run.
Official card text
Intimidate (This creature can't be blocked except by artifact creatures and/or creatures that share a color with it.) Other green creatures you control have intimidate.
Complete guide
Bellowing Tanglewurm is a powerful green creature that turns your board into a terrifying force by granting evasion to your entire team. By spreading the Intimidate keyword to your other green creatures, it ensures that your opponents will struggle to mount a successful defense. This Wurm is a classic finisher for mono-green strategies that need to push damage through a crowded battlefield.
Understanding Intimidate
Intimidate is a keyword ability that restricts which creatures can block the attacker. A creature with intimidate can only be blocked by artifact creatures or creatures that share at least one color with it. Because Bellowing Tanglewurm is green, it can only be blocked by green creatures or colorless artifact creatures. Its second ability extends this specific restriction to all other green creatures you control.
Static Evasion Rules
The ability 'Other green creatures you control have intimidate' is a static ability. It does not go on the stack and cannot be responded to once Bellowing Tanglewurm is on the battlefield. As long as the Tanglewurm remains in play, any creature you control that is green will immediately gain intimidate. If a creature loses its green color or the Tanglewurm leaves the battlefield, the effect ends immediately.
Common Misconceptions
A common mistake is assuming that non-green creatures you control gain intimidate; only those that are specifically green benefit from the Tanglewurm. Additionally, players often forget that artifact creatures can always block creatures with intimidate, regardless of their color. Even if your opponent has no green creatures, a colorless artifact creature can still step in front of your Bellowing Tanglewurm.
Strategic Timing
You should play Bellowing Tanglewurm when you have a significant board presence of green creatures and your opponent is relying on non-green, non-artifact creatures for defense. It serves as a 'win-condition' card that breaks stalemates. Because it provides the benefit immediately upon entering the battlefield, you can move straight to your combat phase and attack with your newly evasive army.
Interaction examples
You attack with Bellowing Tanglewurm. Your opponent controls Solemn Simulacrum. Even though Solemn Simulacrum is colorless and not green, it is an artifact creature. Under the rules of Intimidate, artifact creatures are always legal blockers, so your opponent can successfully block your Wurm.
If you control both Bellowing Tanglewurm and Roaming Throne (with Wurm chosen as the type), Roaming Throne does not gain intimidate. Roaming Throne is colorless, so it does not meet the 'green creatures you control' requirement of the Tanglewurm's static ability. However, Roaming Throne can still block an opponent's creature with intimidate because it is an artifact creature.
Guide written with AI from the official text and rulings. Official English text prevails.
How it works : Bellowing Tanglewurm
Original English text — Wizards of the Coast / Scryfall
No additional ruling has been published for this card.
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Meta decks with Bellowing Tanglewurm
No archived Top 8 deck with this card yet.



Solemn Simulacrum
Roaming Throne