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Moxonomy

Johtull Wurm

Creature — Wurm5 generic manaGreen mana

A 6/6 for six in green is plain by every modern standard, but the drawback clause is the interesting fossil here: this is gang-blocking expressed as a creature mechanic rather than a combat rule. The wurm shrugs off a lone blocker but wilts when swarmed, shrinking by -2/-1 for every blocker past the first. The math is brutal in the defender's favor: two blockers drop it to a 4/5, three make it a 2/4, and four reduce it to a 0/3 that dies if anything connects. That inversion is the design point. Where most big green creatures want to be answered with a wall of small bodies (trampling over or simply trading up), this one folds to exactly that line, turning the usual green-fattie logic on its head. It reads less like a beater and more like a cautionary tale about early Ice Age power-budgeting, where designers were still pricing raw stats as a liability that needed paying down with text. The era's instinct was to attach a real cost to a 6/6, and the cost they chose was the most common combat decision an opponent makes. What you end up with is a creature genuinely good only against a single blocker and genuinely bad against a developed board: a strange axis to build a six-drop around, and proof of how cautiously green's curve-toppers were once handled.

Johtull Wurm (me2)
ME2 · #168uncommon
Pricing
Normal: $0.20
Foil:
Oracle Text

Rules text

Whenever this creature becomes blocked, it gets -2/-1 until end of turn for each creature blocking it beyond the first.
Legalities

Format Status

Standard
N/A
Pioneer
N/A
Modern
N/A
Legacy
Legal
Vintage
Legal
Commander
Legal
Pauper
N/A
Brawl
N/A
Historic
N/A
Alchemy
N/A
Timeless
N/A
Standard Brawl
N/A
More formats
Old School
N/A
Premodern
Legal
PreDH
Legal
Pauper Commander
N/A
Oathbreaker
Legal
Gladiator
N/A
Penny Dreadful
Legal
Duel Commander
Legal
Future Standard
N/A
COMPETITIVEBRAWL
N/A
TLR
N/A
Printings elsewhere

Other printings

2 sets
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