Duskwatch Recruiter


Krallenhorde Howler


Format Legality
Pre-release Legal
Tiny Leaders Legal
Magic Duels Legal
Heirloom Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Block Constructed Legal
Casual Legal
Leviathan Legal
Legacy Legal
Frontier Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Shadows over Innistrad (SOI) Uncommon

Combos Browse all

Duskwatch Recruiter

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

romearsen on Abzan Counters Company

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.

lilgiantrobot on Damia , queen of snakes.

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.

Outside of snakes, Duskwatch Recruiter  Flip is a very fine card to dig for creatures. Reclamation Sage is solid removal that can attack or block.

TheDuggernaught on Werewolves

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.

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.

MrKrabs on List of Bugs and Feature ...

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?

The alters:

Quazzle on The super-synergy deck

1 month ago

Thank you for the suggestions.

Shapers of Nature is to be tested, but I think it's just going to be an expensive version of Zameck Guildmage.

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.

sylvannos on Help building a deck around, ...

1 month ago

Ah ok, good to hear! Here's what I'm talking about specifically if you haven't seen it already:

Thomas Holzinger's Vizier Company

There's 3 infinite combos:

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."

TupaCuba on From the grave my knights will arise. HAIL HAAKON!

1 month ago

Pheardemons 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.

Hot Soup works as a great mid game surprise to get in the final damage against Lingering Souls

hannibal6 on Grixis Expertise

1 month ago

Also Duskwatch Recruiter  Flip is a great use of infinite mana and a good card for the deck in general as it tries to assemble combos

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