Afflicted Deserter

Back:

Werewolf Ransacker

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Custom Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Dark Ascension (DKA) Uncommon

Combos Browse all

Afflicted Deserter

Creature — Human Werewolf

At the beginning of each upkeep, if no spells were cast last turn, transform Afflicted Deserter.

Afflicted Deserter Discussion

theETG on Cosmic Wolves

11 months ago

This looks like a really good first draft! There are a few suggestions I'd like to make.

First, I'm not sure if Riku is the best commander for this deck. He'll make tokens for all of your creatures, but none of those tokens will get to transform. That having been said, you do have a few cards, like Parallel Evolution and Parallel Lives that play well with him. But I think removing the token theme altogether will give you a more streamlined deck. Although you should always run Rite of Replication, imo. In the spirit of keeping with your Blue/Green/Red colors, I'd recommend Surrak Dragonclaw. It's most likely you'll want to win games by getting in with creature damage, and giving everything Trample is a great way to make sure you'll be able to connect your swings. Protecting your creatures from counterspells is a nice little bonus.

I also think you're running too many lands. You should probably only have between 38-42. If you're worried about mana problems, run a few ramp spells, like Cultivate and Explosive Vegetation.

Werewolves are a small tribe, and don't get as much love as other tribes, but there are a few cards that you could add still. Lambholt Elder  Flip, Afflicted Deserter  Flip, Scorned Villager  Flip, Wolfbitten Captive  Flip, and Kessig Forgemaster  Flip would all make welcome (not to mention inexpensive) additions. Since you're running Blue, you could also justify putting in a few more clone creatures like Altered Ego. Check out Phantasmal Image, Quicksilver Gargantuan, and, of course, Clone. There are a number of these kinds of creatures you could include if you're willing to look into them. The best part? If they enter as a copy of a transformed werewolf, if something would cause them to flip back to human, they remain in wolf form instead! Also, consider Alpha Brawl. It's very on theme, and, more importantly, it's really funny.

I'd also recommend adding some answers to your opponent's threats to your deck. You have a couple of ways of dealing with creatures, but against artifacts, token armies, and decks that rely on fliers, you might have a hard time. Check out Ancient Grudge, Vandalblast, Beast Within, Cyclonic Rift, and Blasphemous Act as potential answers, or consider other options you might have.

Also, this is just a footnote, but I'm not quite sure what Bonus Round does for your deck? It only interacts with seven other cards in your current decklist, and of those, only three are really worth spending the extra mana on. I think it's an easy cut.

bioplay on Werewolves of the LGS

2 years ago

I don't understand how your deck is anywhere close to hyper aggressive when you run more 4-drops that any other CMC. The deck I'm describing would have its highest density at 3 drops. It could viably have 5 transformed Werewolves on the board by turn 5.

Okay, I tend to comment before I look at the deck--Rubblebelt Maaka and Ghor-Clan Rampager are 4-drops that are actually 1- and 2-drops respectively. Essentially you only have six 4-drops. Nevertheless, I stand by a lot of what I said. Gatstaf Shepherd, Afflicted Deserter  Flip, Lambholt Pacifist  Flip, and Hanweir Watchkeep  Flip could be replaced by MB Mayor of Avabruck  Flips, Village Messenger  Flips, and Reckless Waif  Flips, adding to your 1 and 2-drop density. There is no reason to not run 4 Mayors in this deck. I'm still gonna say Neglected Heirloom  Flip is slow. I'm still gonna say Arena is bad cuz it doesn't tap for mana and it takes up a land drop, and its three mana for Prey Upon. Granted, it's repeatable, but if it's hyper aggressive, as you claim, it should win before it gets to the point where it needs to use Arena. You could still run Moonlight Hunt in its stead, which doesn't risk trading your own creatures and only costs 2 mana, for the tradeoff of not being repeatable (still better for an aggro deck). Also, cut Descendants' Path--that above all else is a much more tempo card. That could be replaced by Moonmist, which force-transforms all your WWs at instant speed for 2 mana. I don't know how your deck plays, but I get a strong feeling I still have some very relevant suggestions. It's your deck, do what you want with it, but I have seen a Werewolves deck with most of the cards I played. Granted it's not "hyper aggressive", but its board presence becomes very overwhelming very quickly and can definitely crank out wins on turn 4.

bioplay on Werewolves of the LGS

2 years ago

Not to be rude, but this is a weak Werewolves deck. The primary issue is your choice of Werewolves. They are many much stronger Werewolves to run. Here's what I suggest:

Mayor of Avabruck  Flip--A 2-mana lord for all your dayside WWs that flips to a 3/3 lord for all WWs regardless of side. And he makes 3/3 tokens every turn.

Instigator Gang  Flip--This guy should be at the top of your curve, being 4 CMC, but he is well worth it. 2/3 with static battle cry that flips into a 5/5 trample with triple static battle cry. (I notice him and Mayor are SB. Why? They should definitely be MB, being stronger than most of your MB WWs.)

Reckless Waif  Flip and Village Messenger  Flip--Your prime 1-drops. A 1/1 vanilla and a 1/1 haste that transform into a 3/2 vanilla and a 2/2 menace, respectively.

Immerwolf--A 3-mana 2/2 intimidate lord for all your creatures that stops nightside WWs from flipping back. This is a real punisher with Vildin-Pack Alpha  Flip: all your WWs come in flipped and don't flip back.

Moonmist--The best combat trick you could ever put in your deck. A one-sided Fog that also flips all your dayside WWs?! And for 2 mana?!

Moonlight Hunt--The best spot removal you could ever put in your deck. As long as you have enough creatures (doesn't care dayside or nightside), this will kill anything your opponent has that's not hexproof or indestructible.

What I would recommend taking out:

Afflicted Deserter  Flip--SB material at best, and you'd be better off just running Ancient Grudge or Naturalize in its place.

Gatstaf Shepherd--He's not bad, but you'd always rather see a Mayor or a Duskwatch Recruiter  Flip.

Hanweir Watchkeep  Flip--Every 3-drop you will play is better than this guy.

Huntmaster of the Fells  Flip--Don't get me wrong, Huntmaster is good. But the best strategy with him is something that flips him every turn. With you, best strategy is to get WWs on the field, flip 'em and keep 'em flipped. If you really want, you can still run him, but after he flips, he's just a 4/4 with trample that can be buffed by your lords--pretty good, but he takes up room that other cards could.

Lambholt Pacifist  Flip--Same as Gatstaf Shepherd.

Rubblebelt Maaka, Slaughterhorn, and Wasteland Viper--Bloodrush is certainly good and it plays well with the deck, but Ghor-Clan Rampager is the only one good enough to see play here (who should be a 3- or 4-of btw). If you lose all your WWs and have to play these guys, you lost a lot of potency, since your lords don't buff any of these creatures. Wasteland Viper is maybe the only other one that could maybe also see play, but SB please. He only comes in against decks that somehow produce bigger creatures than you.

Arena--Why? This doesn't even tap for mana. More dual lands or Kessig Wolf Run, please.

Hanweir Battlements--Not worth paying the two extra mana for a deck that should already be very fast. It's not horrible I guess. If you want to play it, I would say keep it at 1-of only.

Blood Moon--This doesn't help your strategy (even your combat tricks are WW-themed!) and should therefore only be SB.

Neglected Heirloom  Flip--Nope. This only slows you down. The big bonus when flipped comes at the cost of a lot of mana, because the creature it's on immediately becomes removal-bait.

Garruk Relentless  Flip--He doesn't really do anything for you except make Wolves, which you have Arlinn Kord  Flip for. He's not horrible, you'd probably just rather run more WWs, another Arlinn, or Domri Rade MB.

Descendants' Path--This card is good in this deck, but you'd probably rather have more Collected Company or AEther Vial.

As far as your SB goes, I would recommend:

Ancient Grudge or Naturalize--As mentioned previously.

Full Moon's Rise--I see its there; YOU WANT MOAR. It stops all forms of wrath except for Merciless Eviction, Mutilate, and Terminus effects.

Blood Moon--Previous comments have explained why this card wrecks face in Modern. Gotta be careful with this though--you have a lot of nonbasics yourself.

Silverfur Partisan--He is good. However, you don't use a ton of spells yourself, so you'd rather side him against Control decks with a lot of spot removal--they either kill him first, or if they try to deal with your threats, you at least get an army of buffable tokens.

Witchstalker--I don't know Modern meta that well, but this guy is a 3/3 hexproof that is buffable by your lords and punishes opponents for instant-speed shenanigans.

The rest are ideas based on color hate:

Skylasher

Autumn's Veil

Display of Dominance

Great Sable Stag

Mistcutter Hydra

Mold Adder

Mindsparker

Ricochet Trap

And Savage Summoning is pretty good too.

Sorry, I'm not trying to put you down, I'm just trying to help you improve your deck to a competitive level. I hope this was helpful and not hurtful. :)

Gorgosaurusrex on Werewolf EDH

3 years ago

What Wolf/Werewolf creatures are you guys running? I definitely want a creature-based deck, but many of the options are underwhelming. This is what I have now: (still brewing the deck, Ulrich will probably be the commander)

Afflicted Deserter  Flip
Birds of Paradise
Breakneck Rider  Flip
Chameleon Colossus
Cult of the Waxing Moon
Daybreak Ranger  Flip
Duskwatch Recruiter  Flip
Geier Reach Bandit  Flip
Hermit of the Natterknolls  Flip
Huntmaster of the Fells  Flip
Immerwolf
Instigator Gang  Flip
Kruin Outlaw  Flip
Mayor of Avabruck  Flip
Mondronen Shaman  Flip
Ruric Thar, the Unbowed
Sage of Ancient Lore  Flip
Scorned Villager  Flip
Scourge Wolf
Silverfur Partisan
Solemn Simulacrum
Taurean Mauler
Ulvenwald Tracker
Witchstalker
Wolf of Devil's Breach
Wolfir Silverheart
Wood Elves
Zhur-Taa Druid

Am I missing any "must-have" creatures for this deck? I'd really like to up the count.

Emzed on werewolf.............there wolf (help please)

3 years ago

Feed the Clan, Tormented Pariah  Flip, Cult of the Waxing Moon, Vessel of Nascency, Afflicted Deserter  Flip and Village Ironsmith  Flip are just not very good cards, i recommend cutting them. Sage of Ancient Lore  Flip, Hanweir Watchkeep  Flip and Lambholt Elder  Flip are not as bad, but not quite aggressive enough for your purposes, they can probably go too. Instead i suggest you play more Mayor of Avabruck  Flip, Duskwatch Recruiter  Flip, Howlpack Resurgence and add a couple Lambholt Pacifist  Flip, Gatstaf Shepherd  Flip, Breakneck Rider  Flip, Immerwolf and Lightning Bolt.

26 lands is too many, i think 24 should do it once you cut some of the expensive cards. Also, the manabase would allow for much faster starts with Rootbound Crag and/or Copperline Gorge if you want to replace some of your tapped lands with them.

This deck would work really well with Collected Company, as it allows you to flip your werewolves by playing it on the opponent's turn and also generates card advantage. However, the card is not very budget-friendly, so it might not be an option for you.

As for some sideboard options, Destructive Revelry, Molten Rain, Dismember and Relic of Progenitus seem useful.

brother1 on Werewolf Tribal

3 years ago

Moonmist should be mainboard. Flipping your wolves at instant speed is hugely valuable; the fog (and trolling anyone with a Jace, Vryn's Prodigy  Flip out) is just gravy.

If you want a bunch of one-ofs of the common werewolves that's fine (it's a causal deck after all), but I really think you should be running 4-ofs of some of the lords. Immerwolf in particular is something you absolutely want 4 of, and I'd reccomend adding the full four Mayor of Avabruck  Flip as well. Full Moon's Rise is also powerful enough to want multiples, particularly in multiplayer; saving your werewolves from a boardwipe can be crucial, as they're slower to rebuild than some other tribes (due to needing to flip again). There's a couple very good utility werewolves you should have in the mainboard / sideboard; Afflicted Deserter  Flip is great vs artifact decks, and Hermit of the Natterknolls  Flip discourages people from trying to keep your werewolves from flipping by playing instants on your turn. Finally, this goes without saying but if you have any Huntmaster of the Fells  Flip lying around they should go in ASAP. +1 from me!

Denial048 on Playtester card issue...

3 years ago

I have loaded up your deck Howl to give it a test. In Playtester, Afflicted Deserter  Flip works for me, but Scorned Villager is not.

Same case for Playtester v1.

No data for this card yet.