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Fable of Wolf and Owl
Whenever you play a green spell, you may put a 2/2 green Wolf creature token into play.
Whenever you play a blue spell, you may put a 1/1 blue Bird creature token with flying into play.
Fable of Wolf and Owl Discussion
NinetyFish on Pagan
3 months ago
Love seeing Fable of Wolf and Owl see play. One of the coolest cards Wizards has ever printed, but it's so hard to really make use of. Hope it works for you!
7 months ago
AEther Mutation , Altered Ego , Cold-Eyed Selkie , Fable of Wolf and Owl , Growth Spiral , Invert the Skies , Kiora's Follower , Kumena, Tyrant of Orazca , Kiora, the Crashing Wave , Master Biomancer , Merfolk Mistbinder , Momir Vig, Simic Visionary , Prime Speaker Zegana , Shapers of Nature , Tatyova, Benthic Druid , Thrasios, Triton Hero , Tishana, Voice of Thunder , Urban Evolution , Vorel of the Hull Clade , Vedalken Orrery , Leyline of Anticipation , Surgespanner
8 months ago
There are a lot of slow and clunky elements to this, I'd say.
You need a lot of the right cards to appear at the same time, and you need for your opponent to be a bit slow as well.
Maybe if you added a bit of ramp that would help.
If you took out your Feed the Pack for some ramp, I think that would be an upgrade. I don't think the card is that good either, when you really want to keep your creatures around.
Fable of Wolf and Owl also seem a bit slow as a four of, so you could maybe drop 1-2 of those for some morem ramp.
9 months ago
I'd recommend looking through list of staples in your colors. Stuff like Eternal Witness and Cyclonic Rift are always good. You definitely need better ramp and more card draw. Cards that fill that role and could suit your deck well are Rishkar, Peema Renegade, Cultivate, Mystic Remora, Blue Sun's Zenith, Beast Whisperer, and Soul of the Harvest. I would also recommend adding some more token generators, because small tokens synergize specially well with your commander: Chasm Skulker, Hornet Queen, Hangarback Walker, or, a personal favorite, Fable of Wolf and Owl. You should also consider adding more single target removal. Cards like Pongify or Rapid Hybridization are great for getting rid of big threats and for popping off your own cards like in case of them being exiled. There is no better feeling that responding to a Path to Exile targetting your Hangarback Walker with ten +1/+1 counters with your own Pongify. In case you have trouble wondering what to cut I'd recommend taking out the worst mana producers, Biomantic Mastery, Snakeform, Infiltration Lens, Augury Owl, Omenspeaker, Overrun, and Give / Take. Maybe even one to three lands given how low your curve is and how much card draw you can generate. I hope this helps.
9 months ago
1) I do not condone infect under any circumstances. I believe that it takes away from the fun of the game and forces a deckbuilding restriction on people (forces them to spend card slots on cheap removal). Not only that, but it's not beneficial for you. You'll be able to MAYBE kill one player before the whole table is like 'he has infect, KILLEM'. And kill you, they shall.
2) have some suggestions for non-infect cuts.
Hornet Queen is not great. Lots of experience counters but at 7 mana it's probably not worth it.
Nylea, God of the Hunt is a really odd inclusion here.
Shrieking Drake bounces creatures and that removes counters.
Yavimaya Elder wants to die, so putting counters on it is not goo. It would just end up being 5 mana to draw a card and tutor two lands. If that's worth it to you then go ahead ig.
Ezuri's Predation, while on-theme, is not a very good card, and doesn't synergize at all with the rest of the deck.
Fable of Wolf and Owl is not super good, especially in a deck running so few multicolored cards.
Aluren isn't great. Gives opponents too much ammo.
Panharmonicon is a confusing addition. You have EIGHT creatures whose etb you'd want to replicate, and doubling up on experience does two things: 1) Not enough. After 6 counters your dudes are immune to removal and after 9 all of the infecty bois (if you decide to keep them) can swing for lethal. 2) It makes you LOOK really menacing, even if those counters aren't doing a ton. That makes the table your enemy, which basically hands you the L.
Finally, Imma link my deck. You can give some opinions on how I should do things, you can ask my advice on includes and such. For now, though, have a good one and happy brewing!
11 months ago
Cut Peregrine Drake + Deadeye Navigator. I get that it's a good combo, but it doesn't synergize well with the rest of your deck. If you're adamant on a mana loop, Pili-Pala + Grand Architect is better, as Grand Architect Aynergizes with your creatures, the cards are cheaper cmc-wise, and partially easier to tutor for. Fable of Wolf and Owl isn't that great of a card for your deck, although it does trigger Ezuri. Your curve is already quite low, so Zendikar Resurgent is probably a waste of mana and card slots, you simply don't need the ramp. Orochi Hatchery I think you'll find will be quite a big non-bo when you play it, because it is quite intensive on mana, and by that point you probably have enough experience counters to be effective.
11 months ago
suggestions for improvement:
1 year ago
Ok. Budget deckbuilding theory time.
'Non human werewolves' is a nice start- Paying a bunch of mana to flip a wolf is a neat little bit of card advantage to build around. To get that to happen, you need to build a midrange deck, and look to keep those wolves alive, because it isn't fast enough to race straight up.
Some interesting on-theme cards to consider Feed the Pack (make small threats a swarm of wolves instead) Full Moon's Rise- regenerate dying wolves (super useful), Spirit of the Hunt, Wolfir Avenger- decent body, flash- Wolfbriar Elemental, good lategame wolf token generation, Wolfir Silverheart- amazing P/T booster
Regardless of what you pick, you're going to have to pick some cards that take you to the midgame where you can draw ahead. Personally, I'd make it a G/B werewolf deck and jam 12 Duress variants and a couple draw engines, but thats how I fix most my deckbuilding problems. It doesn't matter how much you screwed up your creature choice if its the only thing on the field and your opponent doesn't have an answer.
Mono green is an option, running fringe cards like Beast Within, lifegain like Jaddi Offshoot and ramp like Search for Tomorrow, although it is possible to fall behind a long way on board, and without copies of whatever Damnation variant you like it can be tricky.
Blue green Fable of Wolf and Owl is an option, with Mana Leak and Prophet of Kruphix alongside wolves with flash and Mystic Snake, looking to draw out the game and win on card advantage, with a backing of creature ramp/instant speed card advantage. Think Twice and friends basically.
Some changes are clear regardless of path forwards;
More ramp tools or cards which make an immediate gamestate impact need to be played for 4 mana.
Your manabase needs tidying up- there are plenty of examples of good manabases in decks across the site- including examples of ramp strategies, budget duel colour strategies and appropriate utility lands. Keep an eye on your gameplan, and have a critical window- know what turns your deck wants to be strong and where you can afford to be weak.
Last but not least, sideboard. If your meta is KCI and affinity, jamming artifact destruction will save you games. There are plenty of examples on site.
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