|Commander / EDH||Legal|
Printings View all
|Shadows over Innistrad (SOI)||Common|
Combos Browse all
Creature — Wolf
Howlpack Wolf can't block unless you control another Wolf or Werewolf.
Howlpack Wolf Discussion
2 years ago
Are trying to make this a standard deck, or just casual? Either way these are the cards I would take out.Weapons Trainer- you have no equipments so this card is a 2 color 2 mana 3/2. Is't just not good in this deck.Inquisitor's Ox- Delirium will be near impossible to get in this deck reliably so this is just a 2/5 for 4 which isn't great. It doesn't fit in this deck either.Howlpack Wolf-Since this deck isn't wolf tribal it is only a 3/3 that can't block for 3, so it doesn't fit very well either.Belligerent Whiptail- Personally I do not like landfall abilities that aren't permanent. There is roughly a 1 in 3 chance of it having first strike and you can't block with first strike so a 1 mana 2/1 can kill it 75% of the time.Inner Struggle- It just isnt a good removal spell. It costs 4 which is high and is not reliable. Sure it will kill Gisela, the Broken Blade but it won't kill any creature with a higher toughness than attack. I hope this helped!
3 years ago
Seems like you've got a lot of non-essentials in the deck -- most Standard decks are 60 cards (~24 lands and ~36 spells) so that you've got a higher chance of drawing the good cards. Right off the bat, Convicted Killer Flip is objectively worse than Lambholt Pacifist Flip, so ideally you'd have 4 of the Pacifist and no Killers. Hinterland Logger Flip, Gatstaf Arsonists Flip, Ember-Eye Wolf, Howlpack Wolf, and Solitary Hunter all seem like they clog up your draws and unnecessarily tie up your mana. On the noncreature side, you don't need so many combat tricks, especially Aim High, Might Beyond Reason, Goblin War Paint, Senseless Rage, and Haunted Cloak. The other plus side to thinning out your creatures is that you don't need so many combat tricks and auras, so the ones you do keep can be your best ones.
Also, if you're going for Delirium activation, I'd recommend Vessel of Nascency over Nissa's Renewal (since it's so much faster and gets stuff in your grave). In general, I'd recommend a Spirit of the Hunt or two to replace combat tricks, Prey Upon for Rabid Bite (less mana), a Silverfur Partisan or two to deter control, Howlpack Resurgence as a permanent version of one of your combat tricks, and more Werewolf lords in general -- Geier Reach Bandit Flip especially. Those should mostly be really budget options you should be able to trade for easily.
Good luck, and keep brewing! Let me know if that helps!
3 years ago
Ok, this is a good start.
So I think the easiest way to do this is to go through all the card types and give my feedback on them, so here we go.
Things I don't feel are worth it:
Convicted Killer Flip, Gatstaf Arsonists Flip, Howlpack Wolf, Quilled Wolf, Solitary Hunter Flip, Thornhide Wolves and Village Messenger Flip. The reason for these not being good enough is purely because, in modern, you need as many of your creatures on the board to pose a greater threat than just being there as a body to attack/block with. Take Cult of the Waxing Moon for example, he is a great body, but also poses a threat whenever your guys transform, making an army of 2/2 wolves.
Now the things I would recommend adding more of if possible would be things like Cult of the Waxing Moon, Duskwatch Recruiter Flip, Kessig Forgemaster Flip and Hermit of the Natterknolls Flip. The reason I would recommend adding more of these is because they all have other abilities besides just being a big creature. I don't think I need to go into why these abilities are useful (but if you want me to explain, just let me know).
Other creatures I would recommend adding that aren't currently in the deck are: Mayor of Avabruck Flip, Geier Reach Bandit Flip, Kruin Outlaw, Silverfur Partisan, Huntmaster of the Fells Flip, Immerwolf, Instigator Gang and Wolfir Silverheart. All of these creatures are good in were/wolf tribal, giving your guys a variety of benefits.
Things I don't feel are worth it:
I would recommend adding more Moonlight Hunts because they will, 9/10 times, kill an opponents creature for 2 mana.
Your enchantments are good, I would just add more copies of them to draw them more consistently.
I'm not sure that this is a Coat of Arms type of deck, they generally want to swarm as many of one creature type as possible as quickly as possible, then drop a Coat of Arms and swing for the win. Neglected Heirloom Flip is alright, but not completely necessary, so if you need cuts, I would say to drop it.
So that is my feedback on the deck as it is currently, onto the sideboard!
Before you even put cards in your sideboard at all, you need to determine what your deck's weaknesses are. So until you play it a bit and find out what it keeps losing to (and what your local meta is like), I am going to just suggest some sideboard staples.
Back to Nature - for enchantment-heavy decks (bogles).
Melira, Sylvok Outcast - for infect (obviously).
Blood Moon - decks that rely on nonbasic lands (tron etc.)
Pyroclasm - decks with lots of small guys.
So yeah, that is all I can think of for now. I'll keep an eye on the deck and see if there is anything I have forgotten to mention, and when you play the deck, be sure to let me know how it goes, what you lose to etc. so I can try to help with a more specific sideboard.
Also, one last thing, sorry for the ridiculously long comment. xD
3 years ago
Here with another color review for the SOI set. Comment down below if you would like me to continue to green!!!
WHITE: http://tappedout.net/mtg-forum/standard/soi-set-review-white/Blue: http://tappedout.net/mtg-forum/standard/soi-set-review-blue/Black: http://tappedout.net/mtg-forum/limited/soi-set-review-black/Red: http://tappedout.net/mtg-forum/limited/soi-set-review-red/edit/
Breakneck Rider Flip This is a great card and should always be played. A vanilla 3/3 for this isn't that bad of a deal. If this card does manage to flip then it's going to be a pain in the NECK for your opponent.
[Geier Reach Bandit]] It's a fine card. I wouldn't be that excited to play this unless you have a lot of werewolves in your deck.
Village Messanger I don't see this as being that good. One mana cards in limited are just not too good. If you can play this on turn one and flip it on turn two then... YOU'RE LUCKY AND YOU'RE GONNA WIN ANYWAY. Yeah, I don't think this should be played.
Avacyn's Judgement This is the best of the best. As a 2 mana deal 2 split is just fine, but great if you can get madness.
Bloodmad Vampire I think that this card is good and is VERY underrated. If you can effectively flash this in at the end of turn then they can't set up defense. Even as a blocker this will trade up.
Burn from Within Removal is good. This is good. Just play it.
Dance with Devils This card can be on the aggressive side or could act as removal. This is effectively deal four to an attacking creature, which wouldn't be terrible. This card really shines at just clogging up the board.
Devil's Playground Bomb in limited. It allows you to just create a huge board presence. If you're opponent is at low health this is great at just killing them quickly.
Dissension in the Ranks Yeah... A lot of people are saying this is good, and some say that this is bad. It really depends on how aggressive your deck is. A lot of the time, I suspect that this is going to be a dead card. If they do happen to block with 2 creatures, this is going to be more of a card to soften up the blockers. This would allow your creatures to deal the last bits of damage. Overall, I don't think that this is playable.
Dual Shot A solid playable in my mind. It can be used to finish off creatures in combat, or help kill spirits that can fly over you.
Ember-Eye Wolf This is a low end playable. It loses to a lot of 2 drops if you don't pump it. It's not worth player if you have to pour mana into it to kill another two drop. It is good to keep in mind that this card exists when attacking with all of your creatures while at low life.
Falkenrath Gorger A one mana 2/1 is just fine, but adding that ability makes this thing crazy. If you can get a vampire theme going, you can take over the board and the game VERY quickly.
Fiery Temper Good removal. Removal is good. Play it.
Flameblade Angel This is a bomb in limited if they can't kill it. Fliers are great in limited and this is no exception.
Geistblast A 3 mana deal two is just fine. If you can get the fork ability off it's just value. This also works well with self mill strategies.
Gibbering Fiend A two mana 2/1 is mediocre. If you can hit delirium off of this it puts your opponent on a clock. A clock can make you opponent play in a more aggressive fashion, possibly giving you the upper hand.
Goldnight Castigator Not sure how good this card is. Depends on how aggressive the format is. The slower, the better. The worst case scenario is if they tap down your Goldnight Castigator with a Sleep Paralysis. In that case then you're screwed, making this a slight risk to play in limited.
Harness the Storm Ummm... Don't play it? If you win a game good for you, but you're never going to have enough of the same card to make this work.
Howlpack Wolf A decent card. A 3 mana 3/3 that can't block is fine, and if you have a wolf then it can block. A decent playable that gets better if you have a good amount of wolves in your deck.
Hulking Devil A 4 mana 5/2 is not good. It's not a playable. Don't play it unless you're REALLY desperate.
Incorrigible Youths Even without its madness cost this a fine card. A 4 mana 4/3 with haste is good. If you madness this out it's INSANE! Great card to play.
Inner Struggle Removal is good. this is good. Play it.
Insolent Neonate A fine card. You might be able to get in a damage and then madness out a threat. Fine 23rd card.
Lightning Axe Removal is good. Getting a 1 mana removal spell is insane. This is insane ESPECIALLY if you can pull off madness.
Mad Prophet looters are always good. This can turn on madness, which makes it even more valuable. Very good high end playable.
Magmatic Chasm This is fine in a SUPER aggressive deck. If your running this in a non SUPER AGGRO deck, then it's not worth playing.
Malevolent Whispers An act of treason is ok, but the fact that this has madness allows you to do this in combat, making this a better turn against. Good card.
Pyre Hound This is a bad to good card, depending on how many instant or sorceries you have. If this isn't dealt with, this can turn into a real threat.
Ravenous Bloodseeker It's a fine two drop that can trade up. Worth playing even in a non madness deck. With madness this can create some insane plays.
Reduce to Ashes This is removal. Removal is good. Play it.
Rush of Adrenaline Red combat tricks are always ok. This is a bit better than the average one at closing out a game because of the trample.
Sanguinary Mage A two mana 1/3 is fine. Adding prowess makes it better. A solid playable.
Scourge Wolf Without delirium this is a good card. With it it's AMAZING.
Senseless Rage This card goes from bad to fine. It just really matters if you can get it off of madness. If you don't get it off of madness, then it's going to allow yourself to get two for 1'd.
Sin Prodder A 3 mana menace is good. We've seen this in Origins and it was fine there. It's better here because of the ability. Play this all the time.
Spiteful Motives The flash that is added on this card is what makes it kind-of reasonable. It still leaves you up for two for ones, but will hopefully get you a good trade first.
Stensia Masquerade This will be one of the bombs in any limited format. Insane in a vampire deck, and will completely rule games if it sticks.
Structural Distortion Don't play this. It's bad. I shouldn't have to say why.
Tormenting Voice In the khans block this was fine, but it gets even better here. It fuels delirium and gets madness going.
Ulrich's Kindred This is one of the build around uncommons for werewolves. This card can create soooo many bad situations for your opponent. Insane in a werewolf themed deck.
Uncage Fury This is better than the aver combat trick. Yes you can get two for one'd, but the upside is huge. This card also allows you to kill your opponent from tons of life, and should be kept in mind while playing games of limited.
Vessel of Votality Nope.
Voldaren Duelist A fine aggressive creature that can get your creatures in for a finishing attack. Nice addition to any vampire deck.
Wolf of Devil's Breach Bomb in a limited format. You can kill all their threats while filling your board with madness cards. Not sure if this will see any play. In most likelyhood, it will not.
No data for this card yet.