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Craw WurmHow it works & interactions with other cards

By the ManaCount desk· 2 min read· Magic 2010· July 17, 2009
Carte Magic Craw Wurm

Craw Wurm 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.

Complete guide

Craw Wurm is one of the most iconic creatures in Magic: The Gathering, representing raw power in its simplest form. This massive green creature has been a staple of starter decks for decades, serving as a benchmark for what a high-mana threat looks like. While it lacks complex keywords, its sheer size can dominate a battlefield if left unchecked.

What it does

Craw Wurm is a vanilla creature, meaning it has no abilities or oracle text. It costs six mana, including two green, and provides a 6/4 body. In Magic terms, it is a high-cost 'beater' that relies entirely on its power and toughness to influence the game.

How it resolves step by step

First, you pay the mana cost of four generic and two green mana to cast Craw Wurm. It goes onto the stack as a creature spell, where players may attempt to counter it. If it is not countered, the spell resolves, and Craw Wurm enters the battlefield as a creature. Since it has no 'enters-the-battlefield' triggers, it simply sits on the board ready to block or, on your next turn, attack.

Common Mistakes

A common mistake for new players is forgetting that Craw Wurm has no built-in protection or evasion. Because it has only 4 toughness, it can be traded down in combat by smaller creatures with high power, or easily destroyed by common removal spells. Another error is overestimating its impact in high-speed games where its six-mana cost might be too slow to stabilize the board.

When to play it

Craw Wurm is best utilized in Limited formats or casual games where reaching six mana is common and large creatures are hard to block. It serves as an excellent finisher when your opponent has exhausted their removal spells, allowing its 6 power to close out the game in just a few swings.

Interaction examples

Big Stompy Synergy

With Seedborn Muse on the field, all your permanents untap during each other player's untap step. This allows you to attack with your Craw Wurm during your turn and have it immediately available as a 6-power blocker during your opponent's turn, mitigating the risk of being left defenseless.

Green Army Support

While Avenger of Zendikar creates a wide board of Plant tokens, Craw Wurm provides the tall pressure. By playing Craw Wurm alongside the tokens from Avenger of Zendikar, you force your opponent to choose between blocking a massive 6/4 wurm or many smaller plants, creating a difficult combat situation for them.

Guide written with AI from the official text and rulings. Official English text prevails.

How it works : Craw Wurm

Original English text — Wizards of the Coast / Scryfall

No additional ruling has been published for this card.

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