TCG Playability
Creature — Wurm
Trample, reach Exhaust — {6}{G}: Put three +1/+1 counters on this creature. (Activate each exhaust ability only once.)
"It's aggravating that nature can build better hazards than I ever could." —Termin, track designer
Hazard of the Dunes is a versatile green creature that brings impressive defensive and offensive capabilities to multiple formats and deck archetypes. This four-mana 4/4 Wurm enters the battlefield as a solid threat with both trample and reach, making it exceptional at blocking flying creatures while still threatening to deal damage through larger defenders. The real value proposition lies in its exhaust ability, which allows you to sink six additional mana and a one-time activation to grant three +1/+1 counters, transforming this already respectable creature into a 7/7 trampler with evasion potential. This scaling mechanic makes Hazard of the Dunes particularly attractive in midrange and ramp strategies where you have access to excess mana in the mid-to-late game, whether through traditional mana acceleration or through long game attrition matches. The reach keyword is criminally underrated in constructed formats, providing insurance against aerial threats while the trample ensures your investment isn't completely negated by small blockers. Players looking for a genuine threat that doesn't rely on complicated synergies will appreciate this card's straightforward power and flexibility. Its widespread format legality across Standard, Pioneer, Modern, Commander, and numerous other formats means you're investing in a card with genuine staying power. Whether you're building a casual Commander deck, exploring Pioneer midrange strategies, or looking for a solid green creature option in Limited, Hazard of the Dunes delivers competitive stats wrapped in a package that rewards strategic mana management and long-term planning.
Illustrated by Brent Hollowell