Breakneck Rider

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Legality

Format Legality
Tiny Leaders Legal
1v1 Commander Legal
Magic Duels Legal
Heirloom Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Block Constructed Legal
Custom Legal
Leviathan Legal
Legacy Legal
Frontier Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Shadows over Innistrad (SOI) Uncommon

Combos Browse all

Breakneck Rider

Creature — Human Scout Werewolf

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

Breakneck Rider Discussion

SideBae on Gruul Werewolves May.12 2019

3 months ago

I recommend the following cuts:

Breakneck Rider  Flip: It doesn't seem to have quite enough impact on the board, even when it is flipped.

Conduit of Storms  Flip/ Scorned Villager  Flip/ Ulvenwald Captive  Flip/ Gruul Signet : I think you have a lot of better ramp options, especially in green.

Ash Barrens : If you can, I'd replace this with an off-color fetch, like Bloodstained Mire or Windswept Heath . These can fetch your Stomping Ground and are more effective than Ash Barrens .

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.

Waxing Moon : I don't think this card is better than just simply Overrun . Giving your creatures trample is ok, but making them fatter is what makes trample really good.

Wildwood Rebirth : I think Eternal Witness is just better. Being an instant is alright, but the 2/1 body on the E Wit is relevant and being able to retrieve anything is a LOT better than a creature.

War's Toll : I think Price of Glory is a better option. I don't think I mentioned it before, but it's a good idea.

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.

Good luck.

Rabid_Wyvern on Dæmons of the Pack

8 months 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. :)

captainamerica on

10 months ago

I think that would be good. If you've played this, what's it like? What's the curve? I would prefer to keep curves low in an aggro deck, so Breakneck Rider  Flip is my preference to play more of .

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.

lSeph on

10 months ago

Instigator Gang  Flip or Breakneck Rider  Flip (trample helps a lot against some deck) and the extra damage is always nice

Mutavault can help get some damage in

MJS154 on Wolf

11 months 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

TheDuggernaught on Werewolves

1 year 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.

Instigator Gang  Flip: A little higher on the cmc, but can win games. He can pump those werewolves pretty fast.

Ulrich of the Krallenhorde  Flip: More of a midrange beat stick. But still good enough to mention.

Breakneck Rider  Flip: Another lord-esque effect. The trample is super good.

Reckless Waif  Flip: Another low to the ground creature to put pressure on your opponent early.

Lambholt Elder  Flip: An engine that can give you a lot of card draw when you start to run out of gas. Can also block some of the more popular creatures you might find in modern.

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.

Kruin Outlaw  Flip: Gives werewolves evasion.

Huntmaster of the Fells  Flip: Another card that is more meant for midrange, but it is very good at what it does. This actually sees some modern play in various competitive decks.

Village Ironsmith  Flip: fragile body, but the first strike can make it difficult to deal with for your opponent via combat.

Hinterland Logger  Flip: Another fragile body, but the power with trample can normally get a point or two of damage through.

Hermit of the Natterknolls  Flip: Maybe more of a sideboard card against control, but it can also give you a lot of card draw.

Gatstaf Shepherd  Flip: Average body in human form. The intimidate gives it a little bit of evasion.

Kessig Forgemaster  Flip: Maybe more of a sideboard card, but would not be terrible in the main. Its ability will kill almost any creature your opponent tries to chump block it with.

Convicted Killer  Flip There are better options (like lambholt pacifist), but its 4/4 body is worth noting.

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.

vhpiasson on RG Casual Werewolves

1 year 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.

MythicMeadow on The Awakening of the Lycans

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.

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