Creature — Human Scout Werewolf
At the beginning of each upkeep, if no spells were cast last turn, transform Breakneck Rider.
Printings View all
|Shadows over Innistrad (SOI)||Uncommon|
Combos Browse all
|Commander / EDH||Legal|
Breakneck Rider Discussion
10 months ago
I recommend the following cuts:
Forest / Mountain : With more ramp, you can run fewer lands. Cutting 2 to 3 seems reasonable if you cut in a bunch of dorks. Generally, if you've a green general that does not create landfall triggers, you can run fewer than the average number of lands.
When it comes to your werewolves, you should consider when it is that you want them flipped. They are likely to be transformed by no spells only by your volition, because most players will play at least one spell on their turn. Also, your opponents will likely try to double-spell, to return your werewolves to the less powerful side. So, if you're counting on a werewolf being on the more powerful side during your turn in order for it to be good, I think that card should be cut. I think (and remember, I have no experience here, so I'm only speaking from what I rationally think) it is more likely for your guys to be flipped on your opponents' turns rather than yours. So bear that in mind during deck building.
1 year ago
Thanks, I'm thinking of adding a few cards such as Kruin Outlaw Flip, Breakneck Rider Flip, Kessig Forgemaster Flip etc. I'll definitely buff the amount of basic lands to about 14/15 each and get rid of that extra Timber Gorge. I'm not really thinking of making it a ramp deck although many decks are. Thanks for the advice. :)
1 year ago
Being the player I am (Not caring about the competitiveness of my decks)
Maybe including some low-cost, non-werewolf creatures could make this much more competitive.
1 year ago
Mutavault can help get some damage in
1 year ago
Wow! Very good deck for a newer player! Very good in giving it "synergy", which means cards that go well together. Good idea for a tribal deck! Have you considered adding red? There are alot of great red Werewolves, especially from the most recent Inistrad set a few years ago. To name a few: Breakneck Rider Flip, Village Messenger Flip, Maybe worth thinking about. Overall though a great deck, and a budget one too! I'd love to know how you do against other people! +1
2 years ago
This is a good start! Probably much better than any decks I made when I was a new player! With that being said, I do have a few suggestions. First, I just want to to make sure that you want this to be an aggro deck that aims to win on turn 4-5. I ask because you have a few pieces in here that might lean more towards a midrange strategy in Kessig Wolf Run, Mondronen Shaman Flip, Asceticism, Moonlight Hunt, and Duskwatch Recruiter Flip. None of these cards really make you win fast because they have high mana costs or have abilities that cost a fair bit of mana to activate. Which is fine if you want to adjust your deck to fit more of a midrange strategy. You even maybe play a fair number of werewolves that tap for mana so you can tap Kessig Wolf Run for pretty massive swings.
I do however think that an aggro shell works better for werewolves. Some cards I might suggest are:
Aether Vial: not cheap, but works super good with werewolves since putting them into play does not count as a cast.
Lambholt Pacifist Flip: A creature with an above average body for its mana cost -- even in human form. It can attack even in its human form if you have a Mayor of Avabruck Flip in play or any other similar effect.
Collected Company: Also not cheap. But if you haven't noticed, almost all of the cards I just listed are 3cmc or below. The instant speed also allows you to not cast anything on your turn to get the transforms, and then just cast it on your opponent's turn to grab 2 creatures form the top 6 cards of your deck.
Lightning Bolt: Might be hard pressed to find any red aggro deck without at least some of these.
2 years ago
Me and my girlfriend made a standard werewolf deck for her on Standard (now cycling out of it), so most I can give you are ideas.
I like Howlpack Resurgence over Full Moon's Rise since it has flash and you can pass turn without casting anything to transform your werewolves - you do lose the protection regenerate provides, though. Village Messenger is pretty agressive and is a pain to block when it flips. I don't like Sage of Ancient Lore Flip, and I think you could run some Scorned Villager Flip for some mana-ramps. I think Lambholt Pacifist is pretty strong by itself, but we did run 4 copies of the enchantment I mentioned and also 3 copies of Neglected Heirloom Flip - this weapon is nasty when it flips since it also gives first strike. Kessig Forgemaster Flip is also a pain to deal with since her damage text triggers before First Strike. Some other werewolves we used too are Hermit of the Natterknolls Flip for draw and Breakneck Rider Flip for another trample source. I also liked Pack Guardian because of the Flash text so you can pass turn without doing anything to transform other werewolves and dump unwanted lands to make wolf tokens. There's also some new Ixalan cards you could consider, such as Shaper's Sanctuary.
Whew that was a lot of cards, anyway, if you want more consistency, you should probably run fewer 4's and more 3's (i'd suggest around twelve 3 cmc cards), and maybe one more land (your average CMC is 2.76, I usually go 2X lands where X is the average CMC pointed out by tappedout, so in your case 22 or 23). I see you also run only 5 targeted removals (not considering the werewolves flip). I try to run between 8 to 12 removals so I can deal consistently with my opponent's board. You could just run 4 each (bolt and hunt) and maybe sideboard some more. Naturalize is a good one to sideboard and deal with non-creatures.
I'm not a pro, just play casual FNMs and casual games with friends, but that's how I try to build decks. I hope it helps.
2 years ago
reincarn8 If the price for Huntmaster of the Fells Flip would be an issue you could indeed try using Ulrich of the Krallenhorde Flip instead. I find it troublesome that he costs , I try to keep the converted mana costs in the deck rather low. His enter the battlefield ability will not be useful on himself until he flips back, which is not that good to rely on. Kruin Outlaw Flip is otherwise a good target for such an ability. He also want to flip alot like Huntmaster of the Fells Flip, so it won't resolve the issue with Immerwolf. He feels too situational for me and there are other cards that could do what he does for a cheaper casting cost.
Because I already have the huntmasters I don't care that much about dropping the price. If a better alternative would be printed I would consider taking him out. As of now he is too good on his own, it can be dangerous to depend on having a great boardstate. But if someone else is troubled by his price then there are plenty of options.
My first choice would be Instigator Gang Flip. Instead of only occasionally buffing one creature he always buffs all of our attacking creatures. Once flipped he can often win us the game. Unfortunately he relies on us already having a decent board state and the buff won't work on the defence.
If we had Collected Company in the deck then Breakneck Rider Flip would be a good choice. We would have to cut some other cards though in order to get some more creatures in the deck. Otherwise CoCo would not work as good as we want.
By increasing the number of creatures we would also have to consider adding Domri Rade to the deck. She works great in such a deck but she is not good at being a wolf, she will miss out on all the fun.
Depending on your meta some Silverfur Partisan's could be a good option if you face lot's of removal or spells that otherwise target your wolves.
If you want to play a bit more defensively then Lambholt Pacifist Flip is worth to mention. Although she lacks some fun synergies, a 3/3 for is not bad at all. Getting a creature with power 4 won't be too hard.