Back:Neck Breaker Flip
|Commander / EDH||Legal|
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|Shadows over Innistrad||Uncommon|
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Creature — Human Scout Werewolf
At the beginning of each upkeep, if no spells were cast last turn, transform Breakneck Rider.
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Breakneck Rider Discussion
1 hour ago
You are going to want to cut a lot of the 1 ofs for more 3-4 ofs to make your deck more consistent. Eliminate some of the mediocre creatures for more of the better ones. The deck could also use some removal that doesn't require fighting. Not sure what your budget is but here are some considerations:
2 weeks ago
I think Silverfur Partisan should def be a 4 of since it synergizes so well with your creatures.
I think some of the enchantment are either unnecessary or can be upgraded to enchantments that synergize with your deck. I would drop the Blood Mist, Gruul War Chant, and Gift of Paradise for stuff like Howlpack Resurgence and Full Moon's Rise.
Here are some cards that are budget friendly I would find room for:
For options that are above budget:
2 months ago
Ulvenwald Tracker is poorly designed and counter-intuitive. It's a worse body, first of all, that costs an obscenely high amount of mana to transform. The upgraded mana ability isn't needed since you already have more mana than you need to transform it in the first place. With Channeler Initiate, it does everything you need when you need it. In the early game it taps for mana. By the lategame, it becomes a 3/4 body WITHOUT you having to sink more mana into it. It's a low maintenance card.
As for Duskwatch Recruiter Flip? I guess it boils down to a combination of personal preference and a limited number of slots. While it IS a neat mana sink, I don't see an easy answer to what I would take out to include it. You need to decide whether you want to close games out quickly with Breakneck Rider Flip and Howlpack Resurgence, or going for the long game of dropping multiple creatures every turn past 6. Either way, ask yourself which one you can do BETTER than the competition. Zombies is really good at gettting a ton of sizable zombies by turn 5-7, but turns 1-3 leave them weak to hard removal. Mardu vehicles looks to gain advantages in tempo and hide its weakness to removal behind waves of creatures. Aetherworks hides behind spot removal long enough to spin the wheel a few times and hit an Ulamog. You decide which strategy is better.
The only reason why I didn't include Izzet Control in there is because I feel as though you're naturally favored against them anyway. They can't use their countermagic as efficiently since "Draw > Go"ing transforms the werewolves.
2 months ago
An explanation for my decisions on my variant of cyphre187's deck.
Channeler Initiate: Not a wolf, but it helps your early game by functioning as a 0/1 mana dork as well as your lategame as a 3/4 body. Allows you to drop a body and still have mana for interaction.
Smoldering Werewolf: A meta-pick lategame bomb. 12 of Zombies's creatures have a toughness of 1, which opens you up for a 1-for-2 scenario.
2 months ago
You're running a lot of awkward three of cards. It's almost as if you're a bit scared to make changes to a deck, and so you're shaving off copies. For example, why are you running three copies of Moonlight Hunt and two of Rabid Bite? Hunt is STRICTLY better than Bite, in every way imaginable. Don't be afraid to drastically change the deck. You can always change it back, so don't shave copies because you're worried about "ruining" it.
Haze of Pollen: It doesn't necessarily do much. Most opponents won't commit everything to swing because of combat tricks, so this will most likely be less optimal than a simple removal spell. If Vehicles are the issue, then you can actually mainboard Dissenter's Deliverance, which is very easy to cycle away in an irrelevant scenario.
Kessig Prowler Flip: I don't think it belongs in the deck...at all. Your early game is fine, but the lategame of this deck is fairly weak. Cut this ENTIRELY in favor of the likes of Breakneck Rider Flip, Geier Reach Bandit Flip, or sideboard Hermit of the Natterknolls Flip/Silverfur Partisan (against control). In other words, there are better werewolves that do better things that will make your deck better in the lategame. Finally, I'd like to encourage you to pick up at least 4 duel lands that aren't Evolving Wilds. Reveal lands or cycling lands will improve the deck greatly.
4 months ago
4 months ago
That really depends on how you wanna play the deck. Typically when I go for theme decks, I focus on the creatures being in that theme and cutting the rest. Relaying on the rest of your deck to support your theme (good or bad) isn't the worst thing to do. Since you're playing Gruul I would go for 25-30 creatures (including general) with 32-35 lands depending on how much ramp/rocks you end up running. Of your creatures, if you end up going with 30, try for ~25-5 (were)wolf-support average.
Something I always want to make sure people understand, this is you deck. If you disagree with any suggestions, and/or feel a card is terrible or fully deserves to be in the deck, by all means do as you see fit.
Personally I would go with the following creature base:
- Pyreheart Wolf
- Silverfur Partisan
- Spirit of the Hunt
- Somberwald Alpha
- Ulrich's Kindred
- Wolfir Silverheart
- Instigator Gang Flip
- Sage of Ancient Lore Flip
- Geier Reach Bandit Flip
- Ulrich of the Krallenhorde Flip: (Side-note: This guy makes me so sad...)
- Mondronen Shaman Flip
- Kruin Outlaw Flip
- Kessig Prowler Flip
- Lambholt Elder Flip
- Scorned Villager Flip
- Huntmaster of the Fells Flip
- Reckless Waif Flip
- Daybreak Ranger Flip
- Breakneck Rider Flip
- Mayor of Avabruck Flip
- Hermit of the Natterknolls Flip
- Duskwatch Recruiter Flip
- Kessig Forgemaster Flip
- Wolfbitten Captive Flip
4 months ago
@ Jagd_Tallgeese Thanks so much for stopping by and providing me with some great suggestions! In regards to Arlinn Kord Flip, I actually decided to include her because of the recurring value she adds to this deck. She does everything I want in this deck: buff a single attacker, make tokens, provide a Lightning Bolt on a stick, give my creatures a mini-Overrun effect and with her ultimate she provides a universal haste enabler allows me to win without attacking! In regards to the other werewolves, I do think I will be making some cuts... Both Daybreak Ranger Flip and Instigator Gang Flip have been underperforming and I will replace them both with lands. I am still on the fence about Breakneck Rider Flip, he has been an efficient 3-drop who puts in work when flipped, so I don't know what to do. I definitely want Xenagos, the Reveler, but he is a little pricy, so I will put him in my maybeboard until I get my hands on one! What are your thoughts on Champion of Lambholt, Vorapede, Deus of Calamity + Karametra's Acolyte and Ruric Thar, the Unbowed? All of them were good in the past, but since I am incorporating more noncreature spells and trying to lower my curve, I don't know if they would be worth it to keep. I definitely will try to get my hands on an Awakening Zone and I will think about a Nissa's Renewal for sure! Thanks so much for the suggestions and have a nice day!