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 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.
2 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.
3 months 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
3 months 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.
3 months 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!
3 months 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!
3 months 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 months 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!