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
2 days ago
You're a genius! Maybe Silence for the initial push? There are some great enchantments that you can get, so I would take out Hinterland Logger Flip and Lambholt Pacifist Flip for 2 Howlpack Resurgence and 2 Full Moon's Rise. This is absolutly fabulous. +1
2 weeks ago
a1hunter I would, but she'd take away from the spell slots I'm already using, and she can't be brought out with a CoCo. Plus, her converted mana cost is a curve topper for this deck, and so i can't use her until the late game. I'm honestly just better off using Moonmist, Full Moon's Rise, or Lightning Bolt.
2 weeks ago
Couple things, not meant to be rude. This is a modern deck, since Moonmist, Transguild Promenade, Master of the Wild Hunt, Immerwolf, Garruk Relentless Flip, Fires of Yavimaya, Wild Pair and Full Moon's Rise are all not in standard. Cheers!
2 weeks ago
Hey so I run a werewolves deck as well, Id recommend taking out the 2 Howlpack Resurgence for 2x Full Moon's Rise, reason being I've found that regen to be super powerful and a life saver against decks that like to wipe the board or a bad combat situation, Id also up the number of Moonmist to 4 as well. While it might seem a tad underwhelming it will swing combat on the ground in your favor. Id also remove most of the common werewolves as there are better werewolves in general like Mayor of Avabruck Flip or Immerwolf since there abilities can just make games scary.
Feel free to check out my deck and hopefully it'll give you some useful ideas!
2 weeks ago
Hey there! I also run a werewolf EDH deck and I think I have ideas that may help you based on my own experience. I see based on prior comments you're concerned with getting more reliable flips (my challenge too). Here's a few ideas that either deter spells from being played or help give your spells flash so you can spend your turn flipping:
Remember that werewolves are checking to see spells "cast" so finding spells that simply put things into play also helps flipping:
Just a few general good cards that have been effective for me are:
Best of luck to you with your build! I like the token them you've developed.
3 weeks ago
I would get rid of Kruin Outlaw Flip and Daybreak Ranger Flip and go up to playsets of Duskwatch Recruiter Flip (card advantage) and Huntmaster of the Fells Flip (probably the best Werewolf printed so far) and Geier Reach Bandit Flip (haste and a relevant ability) instead.
I would cut completely Hunger of the Howlpack. Also, Howlpack Resurgence is very similar to Full Moon's Rise, but the latter is cheaper, protects your creatures, and the additional 1 toughness is not worth it.
Lastly, try to keep the deck strictly to 60 cards!
4 weeks ago
I think it would be a good choice to include at least one more copy, if not a full play set, of Immerwolf. Its ability to keep your werewolves a threat is invaluable and its anthem is just another added bonus.
I would also look into Full Moon's Rise to play alongside or in place of Howlpack Resurgence, because the ability to regenerate your werewolves at instant speed is entirely relevant. Moonmist is also a deceptively good card (especially with it being an instant to surprise opponents).
Otherwise good luck and have fun!
1 month ago
So I know this deck is really old, but: No Howlpack Resurgence? I guess you don't NEED them since you have other boosting cards like Immerwolf and Mayor of Avabruck Flip but maybe swap a Full Moon's Rise out for one? Just a suggestion. I have 4 in my wolf deck.