Deepcoil Worm is a third eraNaturecreature that is highly desired for its XL size presence in era three. Deepcoil worm supports hybrid decks readily, as it requires only one Nature orb. Furthermore, Deepcoil Worm has, like all Worm cards, the useful Earth Dive ability.
Some of the attributes that make the Deepcoil Worm so valuable are its versatility and ability to dominate smaller cards through its attacks and abilities.Its ranged attack is capable of hitting flying creatures and defenders on top of walled fortifications.
Making this card even more powerful is the common worm ability, Earth Dive. All worms take half damage when on the move, and trample small and medium creatures, knocking them back and doing 175 damage per target (total of 700). This is far beyond the basic trample ability given to other XL and L creatures, which applies only 10 damage to affected creatures.
Finally, the Deepcoil Worm can transform itself into a tunnel with its Drill Tunnel/Maw of the Depths ability. In tunnel form, it takes half damage, but is still considered a creature and does not receive extra damage from creatures with siege abilities. This makes Deepcoil Worm even more useful because it can easily send reinforcements into a battle.
Every 3 seconds, units spits a volatile substance that deals 330 damage to enemies in a 10m radius around its target, up to 490 in total. Knocks back small and medium units. Deals 50% more damage against structures.
While moving around unit takes 50% less damage and knocks back small and medium units dealing additionally 250 damage to enemy units in target area, up to 1000 in total. Affects ground targets only.
Enable to become immobile and gain Maw of the Depths.
Maw of the Depths
Unit will function as tunnel enter or exit point granting friendly units access to the tunnel network. As long as it functions as a tunnel unit will take 50% less damage.
Of the XL era-3 cards, only Mo and Santa Claus and Lord Cyrian are more adaptable to any deck color, as, like all Legendary Cards, they require no specific affinities at all, with the obvious handicaps of Legendary Cards, that there can be only one summoned at any one time.
Era 3 has only one other Worm class card with Earth Dive: Core Dredge.
While cards such as Lost Spirit Ship have a few, complicated abilities that require more explanatory text than can fit on the Marketplace screen, Deepcoil Worm has relatively easily explained abilities, but too many of them to fit on the card. Thus, what would be for another unit listed as the Siege ability, +50% against buildings, is incorporated into the description of its base attack, Volatile Spit.
If a Deepcoil Worm is frozen while 'underground', it can be attacked, but not targetted by special abilities.