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.
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Full Moon's Rise Discussion
1 day ago
You are going to want to cut a lot of the 1 ofs for more 3-4 ofs to make your deck more consistent. Eliminate some of the mediocre creatures for more of the better ones. The deck could also use some removal that doesn't require fighting. Not sure what your budget is but here are some considerations:
1 week ago
No problem. A few others to consider and have helped with wins for my werewolves include Full Moon's Rise, Howlpack Resurgence, and Moonlight Hunt. I particularly like the last one when my Werewolves are transformed and deal more damage.
3 weeks ago
I think Silverfur Partisan should def be a 4 of since it synergizes so well with your creatures.
I think some of the enchantment are either unnecessary or can be upgraded to enchantments that synergize with your deck. I would drop the Blood Mist, Gruul War Chant, and Gift of Paradise for stuff like Howlpack Resurgence and Full Moon's Rise.
Here are some cards that are budget friendly I would find room for:
For options that are above budget:
1 month ago
If you are building Werewolf tribal, would it not be worthwhile to move up to the full four for each of your Anthems mainboard, i.e., Full Moon's Rise, Howlpack Resurgence, and Kruin Outlaw Flip for the menace effect, probably removing one-ofs and two-ofs like Gruul Charm, Tower Defense, Briarpack Alpha, Mage Slayer, and Clan Defiance?
But if you feel the deck works for you, than that's cool too.
2 months ago
Voxelfox20 As I lready own 1 or 2 sets of Stomping Grounds, the price is in that one case not an issue, also the major downside of Rootbound Crag is that it can't be used to play a Village Messenger turn one.
At its inception of this deck it actually contained 4 Scorned Villager Flips, but I slowly opted out of them, as in many cases they just sat on my hand, while I played a Mayor of Avabruck Flip or a Full Moon's Rise to push a Village Messenger, or to push the Geier Reach Bandit Flip I had for turn 3.
2 months ago
Rootbound Crag Cheaper than Stomping Ground If you ever think about buying this deck. I have a deck similar to this that i purchased some time ago, you can see it here. I use Scorned Villager Flip instead of Duskwatch Recruiter Flip just for the untransfordmed ramp buti have Duskwatch Recruiter Flip on the sideboard just in case. its incredibly useful in longer running games. The only reason i opted out of Howlpack Resurgence is because of the buffs already given by everything else, especially Instigator Gang Flip, Arlinn Kord and Full Moon's Rise but Howlpack Resurgence is again on my sideboard just in case i need the extra trample boost. Ive played my version against my brother a good few times and it does a great job of building a strong attack, we plan to do a 2v2 game where i play my werewolves and he plays his vampires, gonna be dope. Love the deck!
5 months ago
DrayDray > Moonlight Hunt might be a good thing you can add to the deck, I would not recommend running them over Prey Upon, though, Prey Upon is still cheaper, and in a deck where all your creatures deal a lot of damage, you don't really need all this fire power for one creature when you can, instead, kill 2 creatures for the same amount of mana. The only advantage it has is that you can inflict damage with multiple creatures at once, and that you don't have to worry about the other creature's attack which, in turn, makes it very well playable. However, Prey Upon should still not be overlooked. As for Kessig Wolf Run, I really don't know, sure it could be useful to give trample to your creatures as well as boost them, but idk, I just feel like Full Moon's Rise already does a pretty decent job for that, let alone the cost of the ability which is at least 3 mana (considering you also have to tap the land) for applying trample to one creature until the end of the turn. Compare that to the effect of Full Moon's Rise and I can see a clear winner here, but then again, these are my opinions.
CrazedGinger > Thank you ! I also really like playing this deck with Xenagos, God of Revels, which is one of my most recent additions and, while it was my idea to put it in, I don't think I can take the credit for that, as I've heard, some deck-builders have already done similar decks with Xenagos, God of Revels as their main threat. I don't believe I have ever heard of Fury of the Horde, it has an interesting effect but is unfortunately either way too costful for what it does or just very risky in general, since you're playing a deck where you need to build up your forces as fast as you can and that you can't really rely on time to make things turn in your favor, I doubt that the card will be very useful since you'll probably not have three or more cards in your hand by the time it's actually worth it to discard two cards and attack twice.
5 months ago
Welcome to the world of Magic! I have some suggestions for you, but they are mostly based on your budget. First of all, almost every deck running red runs the card Lightning Bolt, because it is very versatile at taking out opposing creatures and/or dealing damage straight to your opponent. I highly recommend it.
Also, Immerwolf is a fantastic card for werewolf decks, and I consider it essential, as it buffs all werewolves (even if they are in their human form) and, perhaps more importantly, prevents them from switching back into their weaker state. Also, it has intimidate, which gives it a lot of evasion.
Mayor of Avabruck Flip is another werewolf-essential. He is very useful even in his non-flipped form, as he buffs other non-flipped werewolves. But once he does become his true form, he becomes a monster, as he is a 2 mana 3/3 that every turn drops 2/2 wolves (which he buffs to 3/3). One alone is good; having two or more on the table at the same time can be terrifying.
Another wolf you may want to consider is Pyreheart Wolf. The main reason for having this guy is that he gives all other creatures you control some evasion; on top of that, his Undying ability makes him harder to get rid of and adds some lasting value.
Another card you may want to consider, and I do not necessarily suggest, is Wolfir Silverheart. The nice thing about it is that it instantly buffs a creature when you play it, providing immediate value. Also, it itself is a huge threat when paired, as it becomes a 5 mana 8/8. However, it is useless if your opponent has chump blockers without Howlpack Resurgence on the field and it comes very late, often when you may not want to cast anything in order to flip your creatures.
On the non-creature side of things, we have Full Moon's Rise and Moonmist, two cards I consider very important werewolf tribal (although I do admit I have limited knowledge and experience). Full Moon's Rise makes all of your werewolves larger threats, but also has the added bonus of saving your creatures against many board-wipes or even unfavorable attacks. Moonmist is great at surprising your opponent by flipping your creatures when they least expect it. Attack them, wait until they declare blocks, then cast this baby and all of your tiny human werewolves suddenly go through puberty and mature into killing machines. Even better? They can't take combat damage for the turn, so your opponent probably lost creatures and you lost none.
Should your budget ever grow larger, a good card for werewolves is Huntmaster of the Fells Flip. He is nice if you find yourself constantly flipping back and forth, as well as the fact that he gives you a little bit of life and a token when he enters, and then some damage and creature removal when he flips.