|Commander / EDH||Legal|
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|Shadows over Innistrad (SOI)||Uncommon|
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Creature — Human Warrior Werewolf
: Look at the top three cards of your library. You may reveal a creature card from among them and put it into your hand. Put the rest on the bottom of your library in any order.
At the beginning of each upkeep, if no spells were cast last turn, transform Duskwatch Recruiter.
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Duskwatch Recruiter Discussion
6 days ago
It was to try and push for a turn 2 win. Get a Simian Spirit Guide in opening hand with a Temple Garden, Horizon Canopy or a Windswept Heath or Wooded Foothills to find Temple Garden, with a Devoted Druid and a Vizier of Remedies, and have a Duskwatch Recruiter Flip, Walking Ballista, or Chord of Calling in hand is a turn two infinite combo. All of 5 cards. I am well aware none of them run it, but I was testing to see if it is a viable potential for the deck. Theres always decks out there, where we see a random card that would seem bad in a deck, that turns out to be a decent play.
Am I aware of Path to Exile, Lightning Bolt, Fatal Push, any other 1 drop removal, in Modern? Absolutely. The creatures are susceptible to those spells REGARDLESS. So the ability to go off on a potential turn 2, as opposed to turn 3, and With only needing 5 cards, potentially 4 depending on your draw, is not really a bad deal. Otherwise, yes, Simian Spirit Guide is absolutely a bad card later if you hit it on a Collected Company.
1 week ago
I have a problem with inconsistent mill in that you don't have any control or way of knowing how you're impacting their gameplan. If you're milling a couple of cards here and there it feels like those slots would be better used on cards that will help you win, not just possibly hurt an opponent. Mill itself is fine, but I don't think you're dedicating enough to it to make it worthwhile.
The obvious thing to add would be more snakes since you're running so many cards that encourage attacking with them. Of the ones you're not playing you could add Honored Hydra, Lorescale Coatl, Ophidian, or Ohran Viper. The last two give you CA, and the first two are good big beaters with Hydra having the token as well. With the two I mentioned last post that a nice selection of potential additions.
2 weeks 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 weeks ago
Is there already an ask for adding DFC alters? I have an altered Duskwatch Recruiter Flip, but I can only display the front half of the alter on my deck page. Is there a way to have the "Flip" hover show the other alter?
1 month ago
Thank you for the suggestions.
My playgroup has a house rule which doesn't allow taking more than one extra turn in a game, so sadly Sage of Hours isn't going to be in the deck. The combo does work, and goes infinite as long as Experiment Kraj can get five counters each turn (the copied ability of Sage of Hours on Kraj gives Kraj the ability to remove five +1/+1 counters from himself to take an extra turn, so that gets pretty devastating really fast).
Viridian Joiner is a really nice one! I'll go playtest it, and it probably is going to make it in the deck (it's better than most mana dorks that are already in it).
Kruphix, God of Horizons is a really good card, but I wonder if he does enough in the deck. Although he's never really a dead card, most of the time the effect is not as great as I first thought it would. Maybe he goes in the deck sometime, but for now, he's not going to make it in.
Jodah's Avenger and Elvish Aberration were both considered for the deck once (Elvish Aberration even was in the first version of the deck), but both didn't make it to the deck ultimately because they are too expensive for what they do. They have nice abilities, but I prefer cheap creatures with scaling power through the game or more expensive ones with big, splashy effects. Also, at the time, there were way too much 6-drops in the deck, so only the best could stay (more than 20 cards were 6-drops, of which one was my commander).
Training Grounds doesn't do as much in the deck as you would think at first. Most activated abilities are very cheap and have no generic mana. The creatures that do get affected are Gilder Bairn, Arcanis the Omnipotent, Duskwatch Recruiter Flip, Fertilid, Heroes' Bane, Jolrael, Empress of Beasts, Knacksaw Clique, Pili-Pala, Plaxcaster Frogling, Shaman of Forgotten Ways, Simic Guildmage, Spike Tiller, Spike Weaver, Ulvenwald Tracker and Vigean Graftmage. Those seem like a lot, but it's only a small third of the creatures (15 total), and some of the affected abilities are either only reduced by , or not used that much. If Training Grounds would be cheaper prise-wise though, it would easily have made the deck.
Again, thanks for the time you took to help me with the deck.
1 month ago
Ah ok, good to hear! Here's what I'm talking about specifically if you haven't seen it already:
There's 3 infinite combos:
- Archangel of Thune + Spike Feeder
- Vizier of Remedies + Devoted Druid + Walking Ballista/Duskwatch Recruiter
- Viscera Seer + Anafenza, Kin-Tree Spirit/Vizier of Remedies + Murderous Redcap/Kitchen Finks
Each of the cards does work on their own (compared to Corpsejack Menace, which needs something else to go with it), but then sometimes you go "Oops? I win!" when Collected Company flips the pieces over.
It's probably the type of deck you're looking for. When searching for more decklists (there's a lot of different ways to build it...I play a Bant version myself), it'll usually be under "Creature Toolbox," "CoCo," or "Abzan/Bant/Temur/4-color Company."
1 month ago
thanks for the reply, I run my Haakon deck pretty similarly after seeing your list but can't find room for Inquisition with the dredge stuff I run. Opinions on dredge in this deck? Is there a reason you don't run Stinkweed Imp or something like Darkblast?
I've been running Catacomb Sifter with good success. I'd also consider Duskwatch Recruiter Flip and I think you may want to run Blood-Cursed Knight since you have so many Sanctities maybe run it over Bones.