Fable of Wolf and Owl

Fable of Wolf and Owl

Enchantment

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.

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Trade

Have (1) gildan_bladeborn
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Printings View all

Set Rarity
Eventide (EVE) Rare

Combos Browse all

Tokens

Legality

Format Legality
Commander / EDH Legal
Highlander Legal
Noble Legal
2019-10-04 Legal
Vintage Legal
Casual Legal
Block Constructed Legal
Unformat Legal
Modern Legal
Duel Commander Legal
Canadian Highlander Legal
Leviathan Legal
Legacy Legal
1v1 Commander Legal
Tiny Leaders Legal
Oathbreaker Legal
Magic Duels Legal
Penny Dreadful Legal

Fable of Wolf and Owl Discussion

DemonDragonJ on Time Warp or Rite of ...

2 months ago

saluma, RNR_Gaming, I actually am wondering how useful Fable of Wolf and Owl is in this deck, mainly due to its high mana cost (if it cost 1 mana less, it would be awesome, because 6 mana is a very high cost for that effect), but, perhaps my best option is to play with the deck with both cards, and see which produces better results.

triproberts12 on Tolsimir Wolf

7 months ago

Oh, but looking at that page, there haven't been any submissions for WBG wolves. My suggestion is Karona, False God as a commander. You can still use Green Sun's Zenith , Finale of Devastation , and Chord of Calling to tutor up psuedo-commanders like Immerwolf or Tolsimir, Friend to Wolves , but you also get access to the Garruks you want. With access to red, you get Immerwolf, Huntmaster of the Fells  Flip, Arlinn Kord  Flip, and Pyreheart Wolf . Also, if you build it nearly mono-green, you can really take advantage of Fable of Wolf and Owl , relying on Channel the Suns , Crystal Quarry , and Cascading Cataracts to power out Karona.

NinetyFish on Pagan

1 year 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!

Kjartan on

1 year 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.

drukqs358 on Ezuri make you swole AF

1 year 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.

ZendikariWol on Ezur-in Trouble

1 year 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.

Joraga Treespeaker is usually a worse Elvish Mystic

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.

A lot of the larger creatures like Vigor, Verdurous Gearhulk, and Nylea, God of the Hunt could be replaced with smaller creatures that generate more value.

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!

jamiefosternz on Ezuri, infinite, counters, card draw

1 year 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.

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