Back:Bane of Hanweir
Creature — Human Warrior Werewolf
At the beginning of each upkeep, if no spells were cast last turn, transform Hanweir Watchkeep.
Printings View all
Combos Browse all
|Commander / EDH||Legal|
Hanweir Watchkeep Discussion
10 months ago
Hanweir Watchkeep Flip is great as a bruiser, but perhaps Lambholt Pacifist Flip would do just as good. Coming in play a turn before and potencialy flipping one turn before while just loosin 1/1 to the Watchkeep, might get you the tempo you need. Also have into account that the Pacifist might be buffed by the lords in your deck.
1 year ago
In legacy, the choice of finisher in the Dragon Stompy or mono red prison is entirely not a choice. hazoret has been popular lately, but I have seen successful lists with Hanweir Watchkeep Flip. Once the game is locked up, the actual finisher does not matter.
2 years ago
Though I'd becarefull with the red werewolves though, their effects tend to make you want to play more cards, and prevent them from transforming.
Some other cards to consider:
Duskwatch Recruiter- A standard werewolf include.
Spirit of the Hunt- Provides some extra defense to your wolves and werewolves.
3 years ago
I'd take out Abu Ja'far, Adriana, Captain of the Guard, Ajani's Chosen, Ball Lightning, Dream Pillager, Hanweir Watchkeep Flip, Magma Giant, Platinum Angel, Tormented Pariah Flip, Humble, Fall of the Hammer, Where Ancients Tread, Jar of Eyeballs.
I'm going to suggest a few budget options without the reason stated right now. Keep in mind Magic is a huge game. Some of us have been playing for a long time and so we have seen a lot of cards, but by no means do i know all the cards. I just know what has worked for me and my Gisela deck.
Manabarbs, Burning Earth, Grab the Reins, Crib Swap, Lightning Greaves, Swiftfoot Boots, Revoke Existence, Tajic, Blade of the Legion, Pilgrim's Eye, Staff of Nin, Sunblast Angel, Vandalblast, Seal of Cleansing, Auramancer, Armillary Sphere, Phyrexian Rebirth, and Burnished Hart.
I like the Divine Reckoning in the maybeboard. I've used that card well in the past and its really worked for me.
3 years ago
I don't understand how your deck is anywhere close to hyper aggressive when you run more 4-drops that any other CMC. The deck I'm describing would have its highest density at 3 drops. It could viably have 5 transformed Werewolves on the board by turn 5.
Okay, I tend to comment before I look at the deck--Rubblebelt Maaka and Ghor-Clan Rampager are 4-drops that are actually 1- and 2-drops respectively. Essentially you only have six 4-drops. Nevertheless, I stand by a lot of what I said. Gatstaf Shepherd, Afflicted Deserter Flip, Lambholt Pacifist Flip, and Hanweir Watchkeep Flip could be replaced by MB Mayor of Avabruck Flips, Village Messenger Flips, and Reckless Waif Flips, adding to your 1 and 2-drop density. There is no reason to not run 4 Mayors in this deck. I'm still gonna say Neglected Heirloom Flip is slow. I'm still gonna say Arena is bad cuz it doesn't tap for mana and it takes up a land drop, and its three mana for Prey Upon. Granted, it's repeatable, but if it's hyper aggressive, as you claim, it should win before it gets to the point where it needs to use Arena. You could still run Moonlight Hunt in its stead, which doesn't risk trading your own creatures and only costs 2 mana, for the tradeoff of not being repeatable (still better for an aggro deck). Also, cut Descendants' Path--that above all else is a much more tempo card. That could be replaced by Moonmist, which force-transforms all your WWs at instant speed for 2 mana. I don't know how your deck plays, but I get a strong feeling I still have some very relevant suggestions. It's your deck, do what you want with it, but I have seen a Werewolves deck with most of the cards I played. Granted it's not "hyper aggressive", but its board presence becomes very overwhelming very quickly and can definitely crank out wins on turn 4.
3 years ago
Not to be rude, but this is a weak Werewolves deck. The primary issue is your choice of Werewolves. They are many much stronger Werewolves to run. Here's what I suggest:
Instigator Gang Flip--This guy should be at the top of your curve, being 4 CMC, but he is well worth it. 2/3 with static battle cry that flips into a 5/5 trample with triple static battle cry. (I notice him and Mayor are SB. Why? They should definitely be MB, being stronger than most of your MB WWs.)
Immerwolf--A 3-mana 2/2 intimidate lord for all your creatures that stops nightside WWs from flipping back. This is a real punisher with Vildin-Pack Alpha Flip: all your WWs come in flipped and don't flip back.
Moonlight Hunt--The best spot removal you could ever put in your deck. As long as you have enough creatures (doesn't care dayside or nightside), this will kill anything your opponent has that's not hexproof or indestructible.
What I would recommend taking out:
Huntmaster of the Fells Flip--Don't get me wrong, Huntmaster is good. But the best strategy with him is something that flips him every turn. With you, best strategy is to get WWs on the field, flip 'em and keep 'em flipped. If you really want, you can still run him, but after he flips, he's just a 4/4 with trample that can be buffed by your lords--pretty good, but he takes up room that other cards could.
Rubblebelt Maaka, Slaughterhorn, and Wasteland Viper--Bloodrush is certainly good and it plays well with the deck, but Ghor-Clan Rampager is the only one good enough to see play here (who should be a 3- or 4-of btw). If you lose all your WWs and have to play these guys, you lost a lot of potency, since your lords don't buff any of these creatures. Wasteland Viper is maybe the only other one that could maybe also see play, but SB please. He only comes in against decks that somehow produce bigger creatures than you.
Hanweir Battlements--Not worth paying the two extra mana for a deck that should already be very fast. It's not horrible I guess. If you want to play it, I would say keep it at 1-of only.
Blood Moon--This doesn't help your strategy (even your combat tricks are WW-themed!) and should therefore only be SB.
Garruk Relentless Flip--He doesn't really do anything for you except make Wolves, which you have Arlinn Kord Flip for. He's not horrible, you'd probably just rather run more WWs, another Arlinn, or Domri Rade MB.
As far as your SB goes, I would recommend:
Blood Moon--Previous comments have explained why this card wrecks face in Modern. Gotta be careful with this though--you have a lot of nonbasics yourself.
Silverfur Partisan--He is good. However, you don't use a ton of spells yourself, so you'd rather side him against Control decks with a lot of spot removal--they either kill him first, or if they try to deal with your threats, you at least get an army of buffable tokens.
Witchstalker--I don't know Modern meta that well, but this guy is a 3/3 hexproof that is buffable by your lords and punishes opponents for instant-speed shenanigans.
The rest are ideas based on color hate:
And Savage Summoning is pretty good too.
Sorry, I'm not trying to put you down, I'm just trying to help you improve your deck to a competitive level. I hope this was helpful and not hurtful. :)
3 years ago
Hey, I found you through your comment on AlexRuzhyo deck, so I figured I should take a look and try and help as I can.
First of all, I gotta ask: How's Tibalt, the Fiend-Blooded doing for you? It's a weird one, but I always hope someone pulls something crazy off with him! :)
I made my deck as budget as could be - about 50 to 60$ paid for the cards I didn't own, including a few foils - so it might be of interest for you to check some of my synergies. You can check them out here
Then, to the tips:
Most important of all < 30 lands is impossible for a reliable commander deck. At least for a Marchesa deck, definitely. You need to run at least 34, and even so, I would recommend 36 to 38 still depending on a few mana rocks and a lower end of the curve.
I'd definitely cut the following: Endless One, Hanweir Watchkeep Flip, Kozilek's Channeler, Leaden Myr, Oblivion Sower, Opaline Unicorn, Shivan Dragon, Dolmen Gate, Ruby Medallion, Reduce in Stature, Chant of the Skifsang and Deathstroke. For all of these there is a much better, not to expensive alternative, or they simply do not fit the strategy (see Endless One for instance: if it dies with Marchesa on the field, it will come back a 0/0 and die again). 7 of those should make way for lands according to your colour needs. As for the rest, I'll leave you some suggetions so you can pick and choose those that fit your style better if you want to change things around.
Imprisoned in the Moon: I understand that your enchantments were meant to deal with generals, most ot the time. This is a strict improvement to that, and they will not be able to use most sac outlets later to redirect the general to the Command Zone, since it will become a land. Either they have a way to sack it right away, or they will have to deal with the enchantment.
Unspeakable Symbol: It's recursion anytime you want, it protects Marchesa as well, and allows you to have a way to actively lower your life total enabling dethrone. A must include in any Marchesa deck IMO.
+ are auto includes in almost any commander deck. In here they keep Marchesa out of sight the turn she comes in, and allow her to attack with dethrone, gaining her counter and, this way, further protection.
Flayer of the Hatebound: Is one of the biggest recursive threats you can have in Marchesa. It won't stop coming back and it will take over most games in a friendly playgroup. Even in competitive tables, it will do a lot of damage and require your opponents to throw a lot of resources to get rid of it.
+ : There will be times you need to lower your life total, these allow you to do it at anytime you want, giving you fair advantage for that life loss.
Grave Betrayal is a huge warning. No opponent will attack when they feel a trade might happen, since that would only give you an additional creature, and the +1/+1 counter will make it stay on your field for a long time. One of my personal favourites in the Marchesa deck.
You'll probably need to lower your curve a bit, so you might wanna look into some utility cheap creatures like Mausoleum Wanderer which in conjuction with Marchesa and Unspeakable Symbol might turn into a recursive hard counterspell, Carrion Feeder which fits the strategy and works as a sac outlet whenever you need it, the same can be said for Viscera Seer and Oona's Blackguard that will enforce the bit of discard you already run. Depending on how much sacrifice you rely on Blood Artist and Zulaport Cutthroat might be worthy inclusions too. At 3 CMC Pyreheart Wolf is often a game ender, and it pretty much doesn't die and Grim Haruspex provides you incremental card draw.
If you need removal, look into Attrition, Murder, Murderous Cut, Nekrataal, Shriekmaw, or the new Unlicensed Disintegration or Noxious Gearhulk, the choice is yours depending on your preferences or expected threats from your opponents. The good thing about removal in the form of creatures is that Marchesa can get them back most of the time, and Attrition being a sac outlet is a way of speeding and forcing that recursion on your terms, as well. From this pool I'd take + and maybe Unlicensed Disintegration
As you play a few mana dorks, if you want some fixing, look into Burnished Hart, if you can abuse some effect by recurring it with Marchesa, it's an incremental advantage you should consider instead of fragile options that just are what they are, and don't give you anything else on the long term, neither contribute to the general gameplan.
Finally, these might be above your budget and are not absolutely must-haves because they don't win on their own, but still I gotta note them because they're really strong: Glen Elendra Archmage is perfect here since +1/+1 counters cancel -1/-1 counters and that makes it as durable as can be as both a flying threat and a counterspell. Drana, Liberator of Malakir gives you an incrementally better board state while making everything virtually indestructible with Marchesa on the field, Baleful Strix is a jack of all trades - strict improvement to your Fathom Feeder
I don't think there's much point in throwing more cards onto the pool, since you'll have a lot to figure and test from what I already wrote, but if you need any further advice feel free to get in touch! Most important of all right now is to fix that mana base! :)
I hope I could help both building a better deck and making you enjoy it better when you play it!