Worms of the Earth (DRK #56)

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Worms of the Earth — The Dark

Worms of the Earth is a rare printing from The Dark (DRK #56), a Enchantment. Illustrated by Anson Maddocks.

Card text

Players can't play lands.

Lands can't enter the battlefield.

At the beginning of each upkeep, any player may sacrifice two lands of their choice or have this enchantment deal 5 damage to that player. If a player does either, destroy this enchantment.

The ground collapsed, leaving nothing but the great Worms' mucous residues.

Details

Mana cost {2}{B}{B}{B}
Type Enchantment
Rarity Rare
Set The Dark (DRK)
Collector number 56
Artist Anson Maddocks
Released 1994-08-01

Current price

As of 2026-10-20, Scryfall listed this printing at non-foil $6.43 (USD). Prices change constantly, so check the live price before buying.

Buy Worms of the Earth on TCGplayer

Legality

Standard Not legal
Future Standard Not legal
Historic Not legal
Timeless Not legal
Gladiator Not legal
Pioneer Not legal
Modern Not legal
Legacy Legal
Pauper Not legal
Vintage Legal
Penny Dreadful Not legal
Commander Legal
Oathbreaker Legal
Standard Brawl Not legal
Brawl Not legal
Competitive Brawl Not legal
Alchemy Not legal
Pauper Commander Not legal
Duel Commander Legal
Old School Legal
Premodern Not legal
PrEDH Legal
TLR Not legal

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View this card on Scryfall

Rulings

  • October 4, 2004 — Land can't enter, so an effect that "puts a land onto the battlefield" won't do anything, and the land will stay where it is.
  • October 4, 2004 — If you cast a spell or activate an ability that lets you put a land onto the battlefield, the effect fails. You'll still do everything else the spell or ability tells you to do, such as shuffle the library.
  • May 1, 2006 — In Two-Headed Giant, triggers only once per upkeep, not once for each player.
  • August 1, 2008 — If a permanent spell tries to enter as a land during its resolution (for instance, a Clone entering the battlefield as a copy of a Dryad Arbor or an animated Mutavault), it is put into its owner's graveyard instead of entering. It never enters, so abilities that would have triggered on it entering won't trigger.

More cards from The Dark

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