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Rules guide · Enchantment

Sandwurm ConvergenceHow it works & interactions with other cards

By the ManaCount desk· 3 min read· Duskmourn: House of Horror Commander· September 27, 2024
Carte Magic Sandwurm Convergence

Sandwurm Convergence 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.

01

Official card text

Creatures with flying can't attack you or planeswalkers you control. At the beginning of your end step, create a 5/5 green Wurm creature token.

Complete guide

Sandwurm Convergence is a powerful green enchantment that provides an impenetrable defense against aerial assaults while building a massive army. For eight mana, it creates a recurring threat that ensures you dominate the ground and remain safe from the skies. It is a staple for ramp and control decks looking to close out the game.

A Fortress in the Sky

The primary static ability of Sandwurm Convergence creates a restriction on your opponents' creatures. As long as this enchantment is on the battlefield, any creature with the flying keyword is legally prohibited from being declared as an attacker against you or any planeswalkers you control. This effect is continuous and does not require an activation cost, effectively shutting down deck archetypes that rely on evasion to win.

The End Step Cycle

The second ability is a triggered ability that occurs at the beginning of your end step. It does not target anything and will resolve even if your opponent removes your other creatures. Every turn you maintain control of the enchantment, you get a 5/5 green Wurm creature token. This ensures that even if the board is cleared, you are immediately rewarded with a significant presence before your opponent's next turn.

Timing and Restrictions

It is important to understand when the restriction applies. The check for flying happens only at the moment attackers are declared. If a creature gains flying after it has already been declared as an attacker, it is not removed from combat. Similarly, if a creature is put onto the battlefield already attacking (bypassing the 'declare attackers' step), Sandwurm Convergence cannot stop it, even if that creature has flying.

Strategic Implementation

Because this spell costs eight mana, it is best utilized in decks that can generate massive amounts of mana quickly. Once it hits the table, it forces opponents to deal with the enchantment itself, as their primary ways of bypassing your blockers are now nullified. It pairs exceptionally well with mana doublers and defensive shells that need a reliable win condition.

Interaction examples

Accelerating the Convergence

With Nyxbloom Ancient on the battlefield, your lands produce three times as much mana. This allows you to easily pay the eight mana required for Sandwurm Convergence. Once played, you move to your end step, where the enchantment triggers to create a 5/5 Wurm token, giving you a total of 15 power across three creatures.

Grounding the Dragon God

If your opponent controls Summon: Bahamut while it is a creature, its Flying ability prevents it from being declared as an attacker against you or your planeswalkers due to Sandwurm Convergence. Even if the Saga reaches its final chapter to deal damage, the physical creature cannot swing at you for combat damage.

Establishing a Token Army

At the beginning of your end step, Sandwurm Convergence places a triggered ability on the stack. When this resolves, you create a 5/5 green Wurm token. This happens every one of your turns, meaning that over three turns, you will have accumulated 15 power worth of Wurm tokens regardless of whether you cast other spells.

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

How it works : Sandwurm Convergence

Original English text — Wizards of the Coast / Scryfall

  1. #1· Wizards of the Coast

    Once a creature has attacked you or a planeswalker you control, it will remain in combat even if it gains flying. Similarly, if a creature with flying enters the battlefield attacking, Sandwurm Convergence's first ability can't undo that attack.

    Card named in this ruling

02

Popular combos

Real combos played by the community, sorted by popularity.

Magus of the Moat
+Sandwurm Convergence
#1

Magus of the Moat + Sandwurm Convergence

You can't be attackedLock
  1. 1Because Sandwurm Convergence prevents creatures with flying from attacking you, and Magus of the Moat prevents creatures without flying from attacking you, no creatures can attack you.
Moat
+Sandwurm Convergence
#2

Moat + Sandwurm Convergence

You can't be attackedLock
  1. 1Because Sandwurm Convergence prevents creatures with flying from attacking you, and Moat prevents creatures without flying from attacking you, no creatures can attack you.
Form of the Dragon
+Sandwurm Convergence
#3

Form of the Dragon + Sandwurm Convergence

You can't be attackedLock
  1. 1Because Sandwurm Convergence prevents creatures with flying from attacking you, and Form of the Dragon prevents creatures without flying from attacking you, no creatures can attack you.
Teferi's Moat
+Sandwurm Convergence
+Painter's Servant
#4

Teferi's Moat + Sandwurm Convergence + Painter's Servant

You can't be attackedLock
  1. 1Because Sandwurm Convergence prevents creatures with flying from attacking you, and Teferi's Moat prevents creatures without flying from attacking you (as they're all the named color due to Painter's Servant), no creatures can attack you.
Teferi's Moat
+Sandwurm Convergence
+Darkest Hour
#5

Teferi's Moat + Sandwurm Convergence + Darkest Hour

You can't be attackedLock
  1. 1Because Sandwurm Convergence prevents creatures with flying from attacking you, and Teferi's Moat prevents creatures without flying from attacking you (as they're all the named color due to Darkest Hour), no creatures can attack you.

Related cards and tokens

03

Legal formats

historictimelessgladiatorpioneermodernlegacyvintagepennycommanderoathbreakerbrawlcompetitivebrawlduel
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