|Commander / EDH||Legal|
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|Shadows over Innistrad (SOI)||Uncommon|
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Flash (You may cast this spell at anytime you could cast an instant.)
Each creature you control that's a Wolf or a Werewolf gets +1/+1 and has trample.
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Howlpack Resurgence Discussion
1 month ago
I'd say that you can take out 2 Voyaging Satyr and 2 Overgrowth so you can put in 4 Utopia Sprawl. Here's why. If you do the setup like that, you will have 6 creatures in your deck that can untap lands, and 6 enchantments that make your lands tap for extra mana, outside of Garruk. That's really balanced. You'll want to have more Utopia Sprawl over Overgrowth because the former costs less mana and comes down earlier in the game. You'd be surprised how much stronger a deck can be when it's made to be faster. On a side note, it'll be a great card if you ever choose to splash a second color into your deck.
On a different note, I suggest Howlpack Resurgence. As good as Wren's Run Packmaster appears, it can also be a dead card. Howl of the Night Pack is a lot more reliable if that's the kind of effect you're looking for. Privileged Position appears like a good card, but for 5 mana you want something that can kill. Triumph of the Hordes or Overrun can do that.
5 months ago
5 months ago
Love the idea! Maybe Howlpack Resurgence could fit in as well
6 months ago
creature: Duskwatch Recruiter Flip, Mayor of Avabruck Flip, Immerwolf, only 1 Ulrich of the Krallenhorde Flip, Huntmaster of the Fells Flip, 1-2Wolfir Silverheart each one of them are pretty powerfull option if you have them try to put them in to replace the one that you feel or not that good
land: Kessig Wolf Run and dual land if you have any if not just put some basic land try to aim to have between 22-24 land
also update your deck list to modern because it's currently in standard :)
8 months ago
Hey Shmookyla! Fellow Werewolf enthusiast here. I play tested your deck against my paper werewolf deck that I'm gonna put a link to once I get it on Tappedout.
I did a three round game, and my werewolves came out 2-0, but that really only happened because your deck got landlocked second round.
That being said, the strength I saw in the deck playing against it happened when I had a two Lightning Bolts in hand, a flipped Village Messenger Flip and a Smuggler's Copter, but your werewolves had flipped and everything was above 3 toughness. It was quite an ordeal to play against. Plus you had Heroic Intervention in hand, so no matter what I did I was taking trample damage from Howlpack Resurgence. It performed fairly decently. The one problem with running no 1/1s was speed. Your deck had to fully devote to one card, every turn, which is ultimately too slow for the human side of the deck. In my humble opinion, I've had a consistent experience using Young Wolf and Village Messenger Flip in conjunction with Smuggler's Copter, Cream of the Crop, and Aethersphere Harvester as protection against flyers and card draw of various types. The thing with werewolves is they need a value engine. I've found, after play testing my wolves against a couple mirror matches, that CoCo usually doesn't come to the rescue often enough and isn't a very consistent experience.
Despite my comments, I do believe the brew to be quite full of jank and fun. Kitchen Tables everywhere will benefit. :)
8 months ago
For more resilience have you considered Full Moon's Rise similar to Howlpack Resurgence but I feel that rise is better overall. It's cheaper and and can save the pack from most sweeps. But I suppose it would come down to how important it is for you to have the wolf buff from resurgence. Just something else to consider.
8 months ago
So I sincerely appreciate all the comments posted here. I will address each one in order.
Flooremoji, So the deck is kitchen table, I don't really see something like this becoming competitive, it's just got too many soft spots. It takes a while for the deck to land on its feet when it has won. I am trying to give it more staying power on the battlefield so that I can stick around long enough to win.
xEleven, Mutagenic Growth is definitely an option where this deck is concerned, converted mana cost of 4 vs 1 certainly makes a difference. I think I will take this under heavy consideration, Thank You!
Thorbogl, So I want to experiment with Aether Vial, it got mixed reviews on the thread I mentioned above as people were testing it out but I want to see how it plays myself. I have strongly considered Village Messenger Flip in this deck, the guys I typically come up against are bringing some hard hitters so I become hesitant with squishy 1/1's. The human side of Werewolves is just so soft, it is frustrating. Regarding Moonmist this is generally the first question I get asked when I ask friends about this deck. The truth is that CoCo decks after loading it chock full of creatures leaves little room for anything else, as a rule I prefer to have a playset of any given card just so I can see it actually get some play vs having 2 of a card and 2 of another and maybe see one or the other during the course of play, so I went for Howlpack Resurgence for the buff and for the trample just in case Kessig Wolf Run is a no show. However there is something to be said for Moonmist
Sir_Garde, You are right and I changed it ;-)
ksuKaliber, So the Eidolon of Rhetoric also benefits from Birds of Paradise so on top of CoCo there is also the ability to create some white mana that way. I shared your concern until the birds swooped in.
8 months ago
Loganburns Hey! Your deck looks good. You play 9 cards that cost 4 or more, this works because you play some ramp as well but I would add another land or two in order to consistently cast those high mana spells. Wolfbitten Captive Flip is good in such a deck if you often have unspent mana mid/late game. Duskwatch Recruiter Flip is also a good mana sink when you don't have much else to cast. If you want to be more agressive early on you could add Village Messenger Flip and/or Geier Reach Bandit Flip. I see you're also playing Wolfir Silverheart, this card works great with Kruin Outlaw Flip. If you would add Village Messenger Flip and want to consistently cast it on turn one, you should at least have 10 turn-one red sources in your deck, preferably 14 red sources. Check out this article by Frank Karsten for more information: https://www.channelfireball.com/articles/frank-analysis-how-many-colored-mana-sources-do-you-need-to-consistently-cast-your-spells/.
Using Howlpack Resurgence instead of Full Moon's Rise is a tradeoff. Regenerating your werewolves will cause them to lose their +1/+0 and trample buff, resulting in you dealing much less damage. And because you play with Instigator Gang Flip, losing trample would not be very beneficial. By instead flashing in Howlpack Resurgence on their turn you can flip some werewolves on their upkeep. A big bonus from this enchantment is that your wolves also get the same buff, Full Moon's Rise does not do this. But if you feel that you are in need of the regeneration effect more than the buff from Howlpack Resurgence, maybe because you're facing many boardwipes or other removal, you should play with Full Moon's Rise.
I like that you're using Doubling Chant, it could be a great top deck to potentially double your board presence, but it also could be troublesome if most of your werewolves are dead. Because it has a rather high mana cost you could instead use Duskwatch Recruiter Flip for a repeatable effect, which can also be used on your opponents turn and it does not count as a spell.