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.
Printings View all
|Shadows over Innistrad (SOI)||Uncommon|
Combos Browse all
|Commander / EDH||Legal|
Duskwatch Recruiter occurrence in decks from the last year
All decks: 0.07%
Commander / EDH:
All decks: 0.02%
Duskwatch Recruiter Discussion
1 month ago
A15Life there are a lot of werewolf creatures with transform. In fact, the transform mechanic was created around werewolves. There's a shit-ton of werewolves with the transform mechanic:
And all of this is without mentioning all of the non-werewolf HUMAN creatures with the transform mechanic, and the card I created makes all humans werewolves too. So yeah, there's a bit of use for Autumn Moon's ability to make a werewolf transform.
2 months ago
3 months ago
3 months ago
4 months ago
Hi, and I appreciate the vote!
Now, onto your points:
Season of Growth is the most powerful card in this deck and one should not play less than four. Have one copy on the battlefield, and it feels like you're playing a completely different game. Have two and you'll never run out of cards in hand. And drawing out has never been a problem. We have SIXTY card in our deck. Besides, Song of Freyalise just doesn't do much since we don't have a lot of early-drop creatures. If you feel like you need ramp, then play a one-drop mana dork or Sylvan Caryatid.
While having another two-drop is beneficial for our curve, Duskwatch Recruiter Flip is just underpowered. It is a literal BEAR with an ability that costs three mana to activate and does not impact the board and does not synergize with the rest of our deck (we only have 15 creatures so the ability is gonna whiff more often than not). Krenko is great with all our pump spells and will take over the game if ignored. I n fact, due to our above-mentioned threat-lightness, we need each of our threats to be able to win the game on its own of ignored. Ask: if I see this card across the table, will I kill it on sight?
Heroic Intervention is very narrow in application and is in here for one reason: sweeper protection. Four of it is way too much. With the way this deck plays, you're really mana-tight and holding up two to cast intervention is quite unrealistic in creature matchups, as spectacular as it would be if it actually happened. Anger of the Gods obviously kills all our tokens, as well as every non-dragon creature in our deck, but with the way our deck plays out, we simply can't race aggro decks, so we have to play it. Just don't play any creatures on the first three turns, sweep the board, and deploy our creatures after. Our most powerful creatures don't come down until turn three anyway, and if I had anger in hand, I'd hold any Dreadhorde Arcanists.
As for Enter the Unknown, it's interesting. The ramp is less useful than it looks, since the earliest we can actually cast it is turn three, after a Dreadhorde Arcanist on turn two (and we're a 23 land deck, so the chances of having an extra land to drop is ). However, the filtering it provides may make it worthwhile in matchups that go longer. The problem I see is that it suffers from the Confront the Unknown problem - minimal board impact.
4 months ago
Substitions currently in place due to lack of cards:
4 months ago
I would drop 2 Season of Growth and add 2 Song of Freyalise it could help you get Zada, Hedron Grinder and Mirrorwing Dragon out faster, the problem I’ve had and see with season of growth is you draw out too fast. I would also drop Krenko, Tin Street Kingpin entirely and replace him with Duskwatch Recruiter Flip