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Full Moon's Rise
Werewolf creatures you control get +1/+0 and have trample.
Sacrifice Full Moon's Rise: Regenerate all Werewolf creatures you control.
Full Moon's Rise Discussion
4 weeks ago
1 month ago
Thank you for the critique! The advice is hella helpful. The Full Moon's Rise is definitely getting dropped. I think I was trying to accommodate the fact a lot of wolf cards also synergize with werewolves, but realizing I had less than 9 or so creatures makes slotting for them a loss for the deck. By accepting the token theme, that also means I can get rid of stuff like Door of Destinies and Herald's Horn since there are so few creature spells. I think I'm going for a full wolf token theme by the looks of it. Overrun and Inspiring Call is totally going in to protect from board wipes and having an extra finisher.
Thanks again for commenting and helping fix up this deck my dude!
1 month ago
I would drop Full Moon's Rise since your not playing any werewolves and try add Nissa's Pilgrimage as it's a good ramp card. Overrun would be a nice add since your deck looks like it wants to fill the board up with wolf tokens and then just stomp.
Inspiring Call would be cool as well as Arlinn will buff your wolves with 1+/1+ counters and you completly protect yourself from board wipes
For your first ever deck though I would say it's really well put together I like it
3 months ago
First off, we would recommend that you main-board the following cards from your maybe-board:
- Eternal Witness ; too good not to have in any deck featuring green because it has so many uses.
- Heroic Intervention ; because board-wipes are a pain when your strategy depends on winning through creature attacks.
- Full Moon's Rise ; for the same reason as we would include Heroic Intervention .
- Decimate ; because it's amazing value for its mana cost and should be a staple in any Gruul deck.
- Tempt with Discovery ; has the potential to give you a big mana advantage over other players.
Then there are some other cards we would include:
- Burgeoning / Exploration ; because playing more lands per turn, especially in the starting phases of a game, is often key to victory.
- Hull Breach ; because like Decimate , it's excellent value.
- Rythm of the Wild ; allows you to cast your werewolves with impunity and gives them bonuses to boot when you do.
We are not entirely sure what we recommend you should remove in order to make room for some of this. Ruric Thar and Mana Barbs come to mind as these seem to hurt you almost as much as your opposition. We're not sure about including Coat of Arms either, as many opponents will benefit from this card too.
Anyways, let us know what you think and good luck with your build. We think this is a promising start.
Mrs and Mr NV_1980
3 months ago
There are so many good werewolves in OG innistrad block. here are some that are really strong, if you do ever feel like buying cards i guess:
11 months ago
11 months 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.
1 year ago
creature: Duskwatch Recruiter Flip, Mayor of Avabruck Flip, Immerwolf, only 1 Ulrich of the Krallenhorde Flip, Huntmaster of the Fells Flip, 1-2Wolfir Silverheart each one of them are pretty powerfull option if you have them try to put them in to replace the one that you feel or not that good
land: Kessig Wolf Run and dual land if you have any if not just put some basic land try to aim to have between 22-24 land
also update your deck list to modern because it's currently in standard :)
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