|Commander / EDH||Legal|
Printings View all
|Shadows over Innistrad (SOI)||Common|
Combos Browse all
Creature — Human Werewolf
At the beginning of each upkeep, if no spells were cast last turn, transform Convicted Killer.
Convicted Killer Discussion
1 year ago
This is by far the most thoughtful magic deck I've seen, like ever... I feel like Sirius should be a flip card like a werewolf... Convicted Killer Flip has the flavor but is a pretty weak card... there's plenty of others that kinda fit the mold, too. If you wanna keep up the Doggy appearances, I've always loved Isamaru, Hound of Konda: The ultimate chump blocker (still some flavor there!).
Love it, keep up the good work!
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.
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.
3 years ago
Seems like you've got a lot of non-essentials in the deck -- most Standard decks are 60 cards (~24 lands and ~36 spells) so that you've got a higher chance of drawing the good cards. Right off the bat, Convicted Killer Flip is objectively worse than Lambholt Pacifist Flip, so ideally you'd have 4 of the Pacifist and no Killers. Hinterland Logger Flip, Gatstaf Arsonists Flip, Ember-Eye Wolf, Howlpack Wolf, and Solitary Hunter all seem like they clog up your draws and unnecessarily tie up your mana. On the noncreature side, you don't need so many combat tricks, especially Aim High, Might Beyond Reason, Goblin War Paint, Senseless Rage, and Haunted Cloak. The other plus side to thinning out your creatures is that you don't need so many combat tricks and auras, so the ones you do keep can be your best ones.
Also, if you're going for Delirium activation, I'd recommend Vessel of Nascency over Nissa's Renewal (since it's so much faster and gets stuff in your grave). In general, I'd recommend a Spirit of the Hunt or two to replace combat tricks, Prey Upon for Rabid Bite (less mana), a Silverfur Partisan or two to deter control, Howlpack Resurgence as a permanent version of one of your combat tricks, and more Werewolf lords in general -- Geier Reach Bandit Flip especially. Those should mostly be really budget options you should be able to trade for easily.
Good luck, and keep brewing! Let me know if that helps!
3 years ago
Uhm...I would remove Convicted Killer Flip or Villagers of Estwald Flip simply because the lack of a relevant ability on wolf side. Also Pyreheart Wolf seems fine as a way to sneak damage. On a side note Gratuitous Violence doesn't give your creatures double strike if is that what you want, just doubles damage so no first strike damage phase, but if you just want that double damage it's fine, even has synergy with the werewolf that deals damage on enemy's casted spells.
3 years ago
I have been drafting SOI four times with my playgroup now and always went for a different archetype/strategy.
First draft I did midrange with a bit of a wolves / werewolves theme. Uncaged Fury cast on a flipped and unblocked Convicted Killer Flip was usually a game ending 10 damage to my opponent. Aim High turned out to be a very good combat trick in my deck, too. Skeleton Key equipped onto an Ember-Eye Wolf is an absolute blowout Combo which will net you some serious card advantage and lets you get some huge amounts of damage in!
Second draft I built a delirium matters deck. My 3x Moorland Drifter turned out to be a very good 2-drop. Tooth Collector and Kindly Stranger Flip are very good uncommon cards for a delirium strategy. Be aware that many people see discard outlets only for a madness strategy, but they are also very good for a delirium strategy! Also the artifact creatures like Runaway Carriage and Wild-Field Scarecrow that add 2 card types at once to your graveyard are good for a delirium strategy.
Third draft I built vampires aggro with a little madness added for value. You need a very low curve for this kind of deck, so look out for cards like Insolent Neonate, Ravenous Bloodseeker or even Sanguinary Mage as 1-drops and 2-drops. 1 or 2 Voldaren Duelists and/ or Malevolent Whispers as curve toppers. Stensia Masquerade is an absolute blowout if you manage to get 8 or more vampires into your deck. Dead Weight and Lightning Axe are your best creature removal spells for this kind of deck. Fiery Temper, Rush of Adrenaline and Magmatic Chasm will help you get in those last few points of damage to close out the game.
My fourth draft was Spirits. With this deck you try to gain control of the skies with a lot of flying creatures, each one preferably having a casting cost of 3 or less. You definately need at least 1, better 2 Spectral Shepherd for this because of all the synergy he provides with cards like Topplegeist or Apothecary Geist. Strength of Arms was my combat trick of choice for this deck, Just the Wind for tempo and Sleep Paralysis for hard removal. Thraben Inspector and Dauntless Cathar were my ground forces.
I find triple SOI to be a very good draft environment with lots of synergy and only very few rares/mythics that auto-win you the game. A set which is very fun to draft for newbies and veterans alike!
3 years ago
Tonight's pull: Island, Confront the Unknown, Expose Evil, Jace's Scrutiny, Just the Wind, Murderous Compulsion, Open the Armory, Rabid Bite,Alms of the Vein, Convicted Killer Flip/Branded Howler, Ethereal Guidance, Hermit of the Natterknolls Flip/Lone Wolf of the Natterknolls, Merciless Resolve, Pieces of the Puzzle, Prized Amalgam, Wicker Witch, Wild-Field Scarecrow, Creeping Dread, Hulking Devil, Pack Guardian, Stallion of Ashmouth, Confirm Suspicions, Emissary of the Sleepless, Gone Missing, Reduce to Ashes, Stormrider Spirit, Thornhide Wolves, and Morkrut Necropod.
3 years ago
Deathcap Cultivator isn't legal here - his color identity is black/green.
I'd look for some ways to try to cheat casting spells without actually casting them, both to benefit the wolves and to work with the commander. For example, Quicksilver Amulet or Cryptic Gateway let you put creatures onto the battlefield without actually casting them, enabling werewolf triggers on your turn. I'm not sure if you have enough tribal for the latter one but it's an example of what I mean.
3 years ago
Really solid looking deck. The mana curve is awesome and I like your creature choices.
Play-Test 1 of 2
Turn 7+: I think the game would have gone in our favor, with combat tricks such as Rush of Adrenaline and Confront the Unknown. Not to mention the other Howlpack Resurgence and 4 Werewolf cards sitting in hand. Good job with your deck.
Play-Test 2 of 2
Opening Hand: Magmatic Chasm, Mountain, Forest, Forest, Hinterland Logger Flip, Solitary Hunter, Convicted Killer Flip. Once again, I like to play on the draw, so I'll keep. Good mana, good plays for turns 2, 3, and 4, and playing on the draw gives me more answers sooner.
*Depending on opponent's board state, I might have had Timber Shredder attack too.
Turn 6: Draw Confront the Unknown. Combat Phase: Swing with Branded Howler and possibly Timber Shredder. Main Phase 2: Play Mountain. End Turn. Opponent's Upkeep transform Solitary Hunter into One of the Pack Flip
Turn 7+: Once again, this deck looks phenomenal as we continue to add threats and pound the opponent's life down to 0. I really love this deck.
I love your deck construction. The creature count is a little low but I never had problems finding them as you see above. I would have liked to see some removal, opting to drop the combat tricks. Howlpack Resurgence does plenty, and with 5 of them in the deck, a 12.5% chance of seeing one looks good to me! So drop the combat tricks in place of some removal spells, and this deck looks like it could take 1st place! Good job!
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