: Add to your mana pool.
, : Add , , or to your mana pool.
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Fire-Lit Thicket Discussion
3 days ago
Some more cards I think you can cut:
None of these cards feel like they do enough in the deck to warrant a spot.
1 month ago
I like the deck, just one issue I had from goldfishing is that you have a lot of non-red mana sources. There were times where I had T4 Creativity, but couldn't cast it because I had a Khalni Garden and a basic Island/Forest out. Perhaps you could add Fire-Lit Thicket or Cascade Bluffs to lessen the chance of this.
1 month ago
I am looking to put some cards for merfolk.
Lightning Greaves Masterpiece
Jace, the Mind Sculptor
Spirebluff Canal, 2x Blooming Marsh, 2x Concealed Courtyard, Botanical Sanctum
Shocks and Fetches if need be
Loxodon Warhammer Russian (got for peasant cube to teach friends to play and draft...hard when they cannot read it)(value at ~S13 unless I find it worth something else)
Foil Zombie Token
Foil BFZ Lands (2 different islands, 1 mountain)
And my Binder
1 month ago
i love a good door deck.
you do need Mana Confluence, though.
or, ive seen people make their mana base-green and use all the green filter-lands (Fire-Lit Thicket, Twilight Mire, Wooded Bastion, ect),
but i dont like that with all the farseeks and stuff you have going.
also, Search for Tomorrow would be a good addition to your 1-drops
2 months ago
Feels like it needs Ancient Tomb, World Breaker, Rapacious One, and a fleet of filter lands like Mossfire Valley, Fire-Lit Thicket (which can produce colorless mana), and then some subset of Graven Cairns, Wooded Bastion, Cascade Bluffs, Twilight Mire, Rugged Prairie, and Flooded Grove (or all of them if dom has the money for that) again because they basically act as colorless dual lands which can turn other colorless lands into colored mana producers.
I'd cut Gruul War Chant (Eldrazi attacking with annihilator usually means they don't need menace, and you already have both Bedlam and Nylea anyway), Price of Glory (this deck is more of a face beater than land destroyer; your other eldrazi can handle land destruction if needed), Map the Wastes (you have plenty of ramp; MtW just feels like bad ramp over-extending), and then Vesuva, Wasteland, Strip Mine, Nephalia Academy, and some sub-set of basic lands to be replaced with the filter fleet (as lands which you sacrifice for land destruction in a ramp deck is a hell of a double edged sword; the eldrazi themselves can take care of necessary L-D; Forced discard also isnt a big thing in commander unless you play against a leovold player, so the academy is largely an unnecessary tech card)
4 months ago
Your deck is missing the following staples:
4 months ago
This deck looks a solid starting point for a werewolf tribal deck. I run one as well and have a few suggestions for you based on my own play-testing experience. I'm not sure what your budget constraints may be so please feel free to only focus on the cards that fit your budget.
Okay, so starting with your creatures, I think you're running too many at this moment. If you had Ruric Thar, the Unbowed as your commander it would work better but if you still with Ulrich, then I would cut some out. Think about which wolves/werewolves you would be happy top-decking and which ones you would not. That's how I made my early cuts. Basically if a werewolf doesn't have an effect on the back, I would cut it. Most of the recent wolves printed aren't going to scale with other decks for long so I would look at only the top tier wolves.
Some creatures that are worth a look may be:
The latter two are especially good because they can help your werewolves flip more consistently. You can also replace some of the more vanilla werewolves with the Eldrazi werewolves from Eldritch Moon. They are great mana sinks later in a game.
Many of your instants aren't going to be great in a multiplayer format beyond those which support werewolves. I would add Waxing Moon in for sure. Chaos Warp is also a form of removal. Hunter's Insight is quite nice and helps gain you card advantage which is something Gruul deck have a hard time with. Other solid card draw sources are Harmonize, Shamanic Revelation, Sylvan Library. Red offers up Wheel effects but a cheap one is Magus of the Wheel.
Smoothing out flips is probably the biggest challenge in multiplayer EDH so that should be a big focus of your deck. It's a two-fold approach: controlling when you play cards and de-incentivizing other players from casting cards.
To help you get flips easier you can play the following:
Cards to punish opponents playing spells:
Despite all of this, your werewolves are going to be on their human side more often than not so consider some ways to boost your team when they're weaker.
Lastly, your manabase will need some improving over time. It'll help speed you up and make your games more consistent. I would look at the following lands:
Best of luck to you!