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Be sure to join me over on The 99 for a full break down and discussion of Wort, the Raidmother!

Note: deck is subject to change over time!

How to Win in Three Easy Steps!

  1. Cast Wort, the Raid Mother (ideally Turn 3/4)
  2. Ramp, Rummage and Storm until a Combo is made available
  3. Win through Combat with Kiki-Jiki or Dualcaster

Simple, right? In truth, learning the play lines and best courses of action in Wort, the Raidmother will require practice and time. However, once you understand what to look for as you're Storming through the list, you'll be able to produce multiple win attempts to outplay and best your Opponents! Now, as this wouldn't be a proper primer if I didn't help at least point you in the right direction, let's start by looking at what our main Combos are before jumping into how we will accomplish them.

Let me start by saying, there's no real surprises here. Wort herself does not offer any magnificent A + B Combo (yet), so until she does we're relying on some ole' faithfuls.

That's about it. You could add Great Oak Guardian or Hyrax Tower Scout for redundancy with Kiki, but I highly recommend you don't. The main plan here is to Ramp & Rummage with Wort until we have multiple avenues of approach in our hand. This means: use Dualcaster Mage for value - Copy that Demonic Tutor - or play out Kiki-Jiki, Mirror Breaker early to Copy and ETB'er for value, or just Discard them both to a Rummage effect. We want a flush hand, full of protection and options for the multiple Conspired play lines this Deck offers.

"What if Dualcaster Mage is on the Battlefield already?"

"What if Twinflame or Heat Shimmer are in my Graveyard and I only have one of the aforementioned Tutors?"

"What if there's a 'Rule of Law' Effect on the Battlefield?" - if this is stopping you from Ramping & Rummaging to a more advantageous Hand or Turn as you can still win through these...

That's enough "What if's" as these will be the most common issues you're confronted with in game to resolving a Win. Note: these all must take place Main Phase 1 as our Win is dependent on Combat and each action requires a Creature of "shared" Color to be available to Conspire with. There are several, layered play lines within the Cards I've left in this list and I will leave it to you to find them throughout playing the Deck yourself or simply testing Hands here. All you need to know is that there is always a solution available to a given problem. Linvala, Keeper of Silence holding you down? Perhaps it's that damned Cursed Totem. This Deck has answers and with the basic play lines I laid out for you you'll notice that Conspiring is of chief importance here...

Oh! You want to know about the Anarchist play line? It is one of the more complex plays to make, but is nonetheless as potent and viable in game. Say you’re going for your Kiki-Jiki, Mirror Breaker/Zealous Conscripts line and one of the Tutors is Countered. You have Twinflame in your Graveyard and Dockside Extortionist in play.

This same Combo can be done with Heat Shimmer, but will require a minimum of 4xTreasure Tokens to be generated. Once you have infinite Treasure Tokens, you can also Conspire two Anarchist's to retrieve Twinflame/Heat Shimmer and a Rummage Effect to Draw through the Deck (if something is stopping you from Winning through Combat). The Anarchist Combo isn't one you will typically aim for, but by-and-by the "Townsfolk" is excellent at recovering value pieces and can be played for in situations as described.

The true beauty of Wort (that sounds funny) is that there is nothing that truly hampers her effectiveness once on board. How do I mean? Every Instant and Sorcery Spell we play has Conspire, no matter what. That "Cast" availability will always be there and is only limited by the Rule of Law effects we may be faced against. Otherwise, the Dualcaster Mage lines of play aren't inhibited either, outside of the chance Torpor Orb. Only Creature Activations - something stopping Kiki-Jiki, Mirror Breaker - hurt this Deck (which I've addressed). There's little by way of hate, outside Creature Removal and Counters that can stop you; and note, when you're Storming folks aren’t wasting Counters on Wild Guess or Manamorphose, I assure you. Let's talk about some of those Storm cards now, the Cards that will help us achieve victory.

The Deck does fall prey to one thing: the dreaded top deck. By chance, you may not always hit what you need, and that's alright! This Deck is intended to play midrange, be the "least threatening" and carry on until it's ready to wreak havoc on the board. These are the Cards we're looking for to effectively Ramp & Rummage:

Ramp:

Rummage:

Again, every single Instant and Sorcery in this Deck can be Conspired. With the multitudes of ways to "Cast" spells, you'll never be without access to any of these Cards: they are what make this Deck function. Whether your Chandra, Acolyte of Flame is helping you Conspire a Rummage with two Elementals or recasting a Spell from your Graveyard, you need to aim for these effects. Rummage is so effective here because of Cards like Finale of Promise and Underworld Breach. You should not be afraid to leverage every single one of these as they are feeding into a bigger strategy.

Fun fact: Wort, the Raidmother was the first Deck I ever tried to make competitive(!). This was a few years back when I was just getting into Commander... I failed, miserably, at making Wort work. It was a tough Deck to navigate then and still even now. However, it has been one of the most rewarding experiences revisiting her and ultimately one of my favorite lists. Whether that's solely nostalgia or the pure joy I get from working through the play lines in this Deck, I don't know; but I do hope you find a little joy playing this Deck as well! I was brought back to it because one Card got me thinking again. Thinking that maybe, just maybe... Wort can be made competitive. Twinning Staff <- boy do magical things happen when this is out. Thanks for checking out the Deck! Be sure to look over my other listings and enjoy all the content over on The 99. Happy Brewing, Babies!

Additional Notes: I think there's some confusion with how "Copying" works and "Additional Costs." If you Cast a spell without paying it's Cost, you must still pay any mandatory "Additional Costs" and may subsequently add any non-mandatory ones (e.g. Conspire). That means when Finale of Promise pops off, you can Conspire it or the Spells it is Casting from your Graveyard. Whenever Goblin Dark-Dwellers ETB's, you can Conspire those spells as well as the "Cast" enables "Additional Costs." Also note, CMC is a copyable trait while on the Stack, so X is always equal to the value applied to it. Copies are placed on the Stack, not "Cast" (i.e. You do not pay any "Additional Costs" again). Please defer to Magic: the Gatherings Comprehensive Rules, ruling 706. - 706.12 for a complete breakdown on "Copy"

Did you find the primer and video useful? Awesome! If you're looking to purchase any of the cards, doing so through TCGplayer helps me out a ton - https://bit.ly/2JPzevg - it costs you nothing extra too. Thank you and happy brewing, babies!

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Comments

Casual

94% Competitive

Date added 4 years
Last updated 3 years
Legality

This deck is not Commander / EDH legal.

Rarity (main - side)

9 - 1 Mythic Rares

45 - 0 Rares

19 - 0 Uncommons

19 - 1 Commons

Cards 100
Avg. CMC 2.03
Tokens Copy Clone, Elemental 1/1 R, Emblem Wrenn and Six, Goblin Warrior 1/1 RG, Satyr 2/2 GR, Treasure
Folders Wort
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