Convicted Killer


Branded Howler


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

Printings View all

Set Rarity
Shadows over Innistrad (SOI) Common

Combos Browse all

Convicted Killer

Creature — Human Werewolf

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

Convicted Killer Discussion

Regoober on Harry Potter and the Hunger for Flavour

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!

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.

landofMordor on Pack Attack

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!

ikvar on Rise of the Full Moon

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.

Tomahawk-Bang on Draft -SOI

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!

nobu_the_bard on Beastmaster OR Werewolf ( New player please help )

3 years ago

Deathcap Cultivator isn't legal here - his color identity is black/green.

Try to avoid "mundane" guys Convicted Killer  Flip, even in tribal decks. He's got no abilities except the basic werewolf shtick.

Kessig Wolf Run and Skarrg, the Rage Pits would go well here, I think. Non-spellcasting uses of your mana seem good here.

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.

If feasible, maybe Eternal Witness instead of Regrowth? Though I see she's gone up in price a lot in the last few months...

Simplelife21 on

3 years ago

First Thoughts:

Really solid looking deck. The mana curve is awesome and I like your creature choices.

Play-Test 1 of 2

Opening Hand: Confront the Unknown, Convicted Killer  Flip, Solitary Hunter, Forest, Howlpack Resurgence, Rush of Adrenaline, Mountain. I like to play on the draw so I'll keep.

Turn 1: Draw Forest. Play Forest

Turn 2: Draw Mountain. Play Mountain

Turn 3: Draw Howlpack Resurgence. Play Forest, tap 3 mana, play Howlpack Resurgence*

*Depending on opponent's board state, might have played Convicted Killer  Flip instead.

Turn 4: Draw Hinterland Logger  Flip. Play Mountain, tap 4 mana, play Solitary Hunter

Turn 5: Draw Convicted Killer  Flip. Combat Phase: Swing in with Solitary Hunter. End Turn. Opponent's upkeep transform Solitary Hunter into One of the Pack  Flip

Turn 6: Draw Hinterland Logger  Flip. Play Convicted Killer  Flip. Combat Phase: Swing in with One of the Pack  Flip.

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.

Turn 1: Draw Forest. Play Forest

Turn 2: Draw Forest. Play Mountain, tap 2 mana, play Hinterland Logger  Flip

Turn 3: Draw Mountain. Play Forest, tap 3 mana, play Convicted Killer  Flip.

Turn 4: Draw Mountain. Play Mountain. End Turn. Opponents upkeep transform Hinterland Logger  Flip and Convicted Killer  Flip into Timber Shredder and Branded Howler.

Turn 5: Draw Forest. Combat Phase: Swing with Branded Howler.* Main Phase 2: Play Forest, tap 4 mana, cast Solitary Hunter.

*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.

Final Thoughts:

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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