Hermit of the Natterknolls

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Lone Wolf of the Natterknolls

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pioneer Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Hermit of the Natterknolls

Creature — Human Werewolf

Whenever an opponent casts a spell during your turn, draw a card.

At the beginning of each upkeep, if no spells were cast last turn, transform Hermit of the Natterknolls.

UrzasUnderstudy on Tiny Wolves

1 year ago

Soooo I had written this huge awesome thoughtful comment that I had just gone and previewed when the site hiccuped and there went an hour's worth of words....

Anyhow, in brief and now in list form, here are some cheap, thematic cards you might want to consider: Breakneck Rider  Flip, Domri, Anarch of Bolas, Duskwatch Recruiter  Flip, Geier Reach Bandit  Flip, Hermit of the Natterknolls  Flip, Inscription of Abundance, Howlpack Resurgence, Kessig Wolf Run, Mage Slayer, Mayor of Avabruck  Flip, Moonlight Hunt, Moonmist, Natural State, Path of Ancestry, Pit Fight, Neglected Heirloom  Flip, Silverfur Partisan, Soul's Fire, Village Messenger  Flip, and Vines of Vastwood

lhetrick13 on The Hermit and the Pack

1 year ago

Finn_Fillory - I feel like for the modern format, this deck has a pretty high mana curve. If you are just playing some kitchen table magic with friends, that is fine but if you are trying to make a somewhat competitive deck, you need to give some 1-drops or at least run some ramp to accelerate the deck. The average cost of a card in the deck currently is 3.42 meaning you on average will not play a single card till turn 3-4. In modern, that is a long, long time to get a board presence and given the abundance of removal spells seen in modern, one you do get out that first card on turn 3-4, you will seen in annihilated immediately since you are running almost no protection other than Avabruck Caretaker  Flip.

Some recommendations would be adding Kessig Wolf Run and definitely some Stomping Grounds to even out the mana. I would also suggest you drop the land count down to 22-23. I do not think there is a reason to run that many lands unless you keep such a high mana curve, which I am hoping you will not. Maybe remove 6 lands and add 4xUtopia Sprawl and introduce a 1-drop werewolf?

Looks like you are going for a wolf token build so maybe think about adding in Parallel Lives as that could have huge implications.

I see you have Hermit of the Natterknolls  Flip for some extra draws. Werewolf Pack Leader fills a similar roll with a lower CMC with an easier trigger (you attacking). I believe there are other werewolfs that would fill similar roles but can not think of them off the top of my head, Realmwalker is also one of my person favorite for extending my hand to the top of my library in terms of casting creatures and that shapeshifter ability comes in handy for fitting into tribal builds!

Lastly, I feel like every werewolf deck needs a way to force it to be Night. Nothing worse that having an army of weak humans out there you can not get to transform unless you chose not to cast something or hope your opponent can not. Hedge that bet and slip in an instant that can force that!

Lots of food for thought, hopefully something I mentioned had some merit. Happy brewing :)

SaberTech on Yikes! Humans!

2 years ago

You being thankful for my help is honestly good enough for me.

I like the process of tinkering and upgrading decks, and you happened to upvote my Zada deck at a time when I was getting a bit tired of working on my own. That gave me an excuse to come look at your decks and your main page said you are always looking for synergies so I took that as an invitation to offer some suggestions. I'm glad I could help a bit.

As for other cards you could potentially cut to make room:

The Wanderer Is kind of expensive and slow. It costing 5 mana but only being able to exile creatures with power 4 or greater also seems low value for the cost. I'm not sure if you face a lot of red board wipes in your meta, such as Blasphemous Act, but if you don't then its passive ability likely isn't going to do much for you.

Hermit of the Natterknolls  Flip is really unreliable as a form of card draw. It can act as a deterrent against counterspells and instant speed removal but as a card draw engine it gives your opponents too much influence over your opportunities to draw cards. It seems like an easy swap for Beast Whisperer or even Harmonize to me.

I'm curious about how well Hunting Grounds has been working for you. It looks like the most common way you would reach threshold is if your creatures die since you only have a moderate amount of fetch lands, instants, and sorceries. But if you are playing out your creatures and they die, then how often do you still have creature cards in your hand to put down off Hunting Ground's trigger once you reach threshold? I don't know how it has worked out for you thus far, or how it will work out once you have more card draw in the deck, but I think that's a card to take note of to evaluate just how much work it is actually putting in for you during games.

Faith's Reward is a useful card when your deck has a bunch of permanents with ETB effects, but you don't have too many of those and it doesn't give you back any tokens that died. It does bring back other permanents too, but you don't really have too many of those in comparison to creatures. When you are producing a bunch of tokens you are better off just giving your creatures indestructible instead. You have already added in Unbreakable Formation, so a better replacement for Faith's Reward would be Akroma's Will since it can also potentially help you close out a game, but it's kind of pricy to buy. More budget options would be Make a Stand or Rootborn Defenses, and they don't require you to hold up as much mana open either.

multimedia on Werewolves on the hunt

2 years ago

Hey, good attempt for a budget version of Tovolar. nice Aggravated Assault. You've mistakenly added two Tovolar's Huntmaster  Flip :)

The card that combos with Spellbinder is Savage Beating for extra attacks which is now a $30 card. Without having Beating then Spellbinder is not worth playing because there's only 5 instants here out of 94 other cards.

When you control five or more lands then Bear Umbra enchanted to a creature who can keep attacking can pair with Aggravated Assault for extra attacks. Attacking with five or more creatures makes Druids' Repository combo with Assault. Savage Ventmaw who can keep attacking combos with Assault and also makes infinite green/red mana. Umbra could replace Spellbinder, Repository could replace Mantle of the Wolf and Ventmaw could replace the other copy Huntmaster.


Consider more one, two, three drop Werewolves to replace the vanilla four and five drop Werewolves?

Some of these could replace:

A couple of reasons for these changes is to get three or more Werewolves onto the battlefield to transform Tovolar quicker and have more Werewolves that can give you value rather than just only being Werewolves.


Some lands to consider adding, replacing of some basic lands.

Good luck with your deck.

smashbruddas on Doggo Deck

2 years ago

Final recommendations:

replace Waxing Moon with Moonmist , keep same number.

replace Howlpack Resurgence with Immerwolf , keep same number, or take 2 of each.

replace Lambholt Pacifist  Flip with Mayor of Avabruck  Flip, keep same number.

drop 1 Duskwatch Recruiter  Flip, drop 1 Neglected Heirloom  Flip, take 2 Instigator Gang  Flip

replace Shrill Howler  Flip with 3 Kruin Outlaw  Flip

replace Kessig Prowler  Flip with 3 Kessig Forgemaster  Flip (bit higher cost to play but is good at taking out tougher blockers)

consider dropping 2 Geier Reach Bandit  Flip for 2 Hermit of the Natterknolls  Flip, get extra card draw without flooding yourself with too many cards that transform your wolves, since they dont stack. Else, you could instead add 2 Cindervines to deal damage and destroy something important in a pinch.

Kazierts on Fool Moon

3 years ago

Very interesting build! It's quite sad that Moonmist can't transform some of the werewolves in Eldritch Moon.

I've got a few suggestions for the sideboard, if you don't mind.

  • Howlpack Resurgence is good but I think there are better options even taking budget into account. One of those options is Rhythm of the Wild which can give a more permanent boost, thanks to the +1/+1 counter, or allow you to pressure your opponent with hasty werewolves while also giving your creatures some resilience as counterspell protection.

  • Cindervines would look amazing in this deck. Not only it provides enchantment and artifact spells, but also punishes your opponents for playing some spells, which is very good given the fact that you don't want them to do so because that could transform your creatures back to their regular forms.

  • Mondronen Shaman  Flip is a similar case to Cindervines. It's a werewolf that's going to punish your opponents for casting a lot of spells, which,in theory, should allow you to have your werewolves transformed for longer.

  • Lambholt Elder  Flip can be nice once it transforms. However, Hermit of the Natterknolls  Flip can provide way more utility and discourages your opponents from casting spells on your turn.

These are just some suggestions. Let me hear what you think before giving any others.

Epicurus on Card creation challenge

3 years ago

A15Life there are a lot of werewolf creatures with transform. In fact, the transform mechanic was created around werewolves. There's a shit-ton of werewolves with the transform mechanic:

And all of this is without mentioning all of the non-werewolf HUMAN creatures with the transform mechanic, and the card I created makes all humans werewolves too. So yeah, there's a bit of use for Autumn Moon's ability to make a werewolf transform.

Sorry. Continue.

NV_1980 on Play It Again, Yisan! *PRIMER*

4 years ago

Hello eerie343,

We gave your request a lot of thought. Our main objective was to keep the spirit of the deck the same. So we decided to try and find replacements for the more expensive cards while keeping the original thought of the replaced cards alive. Naturally this would mean we would end up with cards that are either slightly less effective at what the expensive cards do, or they have a higher CMC, or both.

Almost all replacements we have chosen cost below 1 dollar. Some of the replaced cards are cards we do not own, so we decided not to post a new deck as we only do so when we own all the cards in it. So, here is a list of the replacements we would make in order to turn this into a less expensive deck:

We were not able to find suitable replacements (i.e.: cards that would do the same thing but be slightly less effective at it) for the following cards:

So if you have any suggestions for these, please let us know. For now, we hope we helped you a bit to make a cheaper version of our deck. Have fun brewing it!

Kind regards,

Mrs. and Mr. NV_1980

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