|Commander / EDH||Legal|
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|Shadows over Innistrad (SOI)||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
2 months 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.
3 months 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.
3 months ago
The only way transform creatures like this will flip immediately on the next upkeep is if they were put into play by some activated or triggered ability, say a Matter Reshaper putting Breakneck Rider Flip into play with no other spells cast.
Also, make sure to ask your next rules question in the Rules Q&A section.
4 months 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:
4 months 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:
6 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.
6 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.
6 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.