Huntmaster of the Fells

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Ravager of the Fells

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
From the Vault: Transform (V17) Mythic Rare
Dark Ascension (DKA) Mythic Rare

Combos Browse all

Tokens

Huntmaster of the Fells

Creature — Human Werewolf

Whenever this creature enters the battlefield or transforms into Huntmaster of the Fells, put a 2/2 green Wolf creature token onto the battlefield and you gain 2 life.

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

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Huntmaster of the Fells Discussion

DragonKing90 on Wolf/werewolf budget deck

2 weeks ago

werewolves are a deck i have a lot of experience with, so allow me to give you some tips.

for the most part, aura's aren't that good except on hexproof creatures. if your opponent destroys your enchanted creature, they essentially just "2 for 1'd" you. meaning they used 1 of their cards, to destroy 2 of yours.

Geier Reach Bandit  Flip, once flipped, makes all your other werewolves transform immediately. this can give you the effect of both sides of Huntmaster of the Fells  Flip as soon as he enters play. Waxing Moon also forces a flip.

i know you said you wanted the deck to stay under $30, but Aether Vial can let you put creatures into play without casting them.

"bloodrush" abilities, such as Ghor-Clan Rampager, do not count as casting a spell. you can use this ability to pump up the human side of a werewolf while its attacking, then pass turn and it will still flip. the fact that they are also creatures you can play if your werewolves get destroyed is a nice bonus.

you currently don't have any removal in the deck. in red/green, i'd recommend Lightning Bolt, Moonlight Hunt, and Beast Within.

and finally, the lands. fetchlands like Wooded Foothills along with shocklands like Stomping Ground go a long way.

CalciumComrade on Wolves! Were?!

3 weeks ago

DanTheBear The tokens seem really solid. I was playtesting this deck earlier with my new changes and the tokens from the Mayor were putting in some work. Huntmaster of the Fells  Flip and Geier Reach Bandit  Flip is a really nice combo. 4 mana 4/4 that gains you 4 life and 2 2/2 tokens is really strong. Especially with all the buffing cards I have currently.

DanTheBear on Wolves! Were?!

3 weeks ago

CalciumComrade He works alright. The tokens are nice for some extra blockers or attackers, the life gain has saved me once or twice, and the damage on flip has won me the game a few times. It works for me but that may just be my luck and Huntmaster of the Fells  Flip os just one of my personal favorite werewolves.

CalciumComrade on Wolves! Were?!

3 weeks ago

DanTheBear How has Huntmaster of the Fells  Flip worked for you so far? It seems like a solid card, but not particularly synergistic. It just provides two werewolf bodies essentially.

JohnnyBoyG on

1 month ago

In general, you want:

7-8 fetches

4 shocks

4-5 fasts

3-4 basics

3-5 creatures

0-1 filters

Right now you're heavy on basics and light on creaturelands and shocks. Also, you should have at least one basic Forest to fetch and perhaps a Mountain as well.

6 4-drops is on the greedy side, especially given that you're only playing 23 lands and have 4 Dark Confidants. Most jund lists limit themselves to the 4 Bloodbraid Elfs. And if I recall correctly, they only played 2 or 3 4-drops before it was unbanned. That being said, if you want to play additional 4-drops, Huntmaster of the Fells  Flip is probably the better option. But if you do, you also should play 25 lands. Otherwise, you can replace them with a few copies of Inquisition of Kozilek.

wariorior on ...and out come the wolves

1 month ago

@msanchez13 thanks for the constructive criticism. I understand that this deck won't be competitive, at least not till they print another lord or two. I just wanted to mention that Huntmaster of the Fells  Flip isn't in the deck is because it doesn't work with Immerwolf. Do you think that I should run them both anyway?

kyomage on Forcing Temur Midrange

1 month ago

lagotripha

Thanks for the advice! Genuinely very useful!

What would you suggest for the creature pool then?

My initial thoughts are perhaps removing Dire Fleet Daredevil and adding Tireless Tracker. Maybe removing 1 Scavenging Ooze and adding another Huntmaster of the Fells  Flip or perhaps removing both Scavenging Ooze and instead adding 2x Savage Knuckleblade

msanchez13 on ...and out come the wolves

1 month ago

Hi there, wolf tribal seems like a fun idea. Unfortunately the implementation in modern is just not efficient. I see that your only meaningful interaction by turn three is path to exile, which could be supplemented by lightning bolt, as someone else mentioned. This is likely not enough, however; in modern, popular decks include Tron, which frequently casts Karn Liberated by turn three, or storm, which can easily Grapeshot you for lethal on turn 3, jund or mardu pyromancer, which will have picked apart your hand by turns two or three, or burn, which will just kill you by around turn four. I like this deck idea for casual play, but unfortunately, modern is the type of competitive gameplay where you will have to get lucky to do well even at an FNM where you are not significantly affecting the board by turn 3-4. Honestly I'm concerned that the deck doesn't even have Huntmaster of the Fells  Flip, one of the best cards that come to mind when I think wolf tribal. In addition to huntmaster, if you want to improve this deck's gameplay, I recommend you substitute some of your 1-drop or two-drop wolves for cards that help you not die early, especially if you want to continue to include collected company. These kinds of cards include path to exile, lightning bolt, and....honestly....I can't think of other interaction in these colors that is efficient in modern. Maybe Lightning Helix if you really want to be an awkward burn deck. Otherwise you probably want to cut collected company and stick with your 1-cmc wolves, because casting collected company and getting less than 4 cmc worth of cards is really disappointing. You usually see the card in decks that run a lot of 3 drops, so that you're usually paying 4 mana for 6 cmc worth of cards. Also now that I've read through the comments Aether Vial would line up well with what you're trying to do, to help speed up your game plan. Because honestly, the decks in modern that are slower than the degenerate decks that kill you on turns 2-4 will consistently have you dead by turns 4-6.

Sorry for a very negative post, but modern, as opposed to casual and even standard magic, is a very fast-paced and mana efficient format, in a way that doesn't even approach legacy or vintage. Hope some of my comments help, and I'd be happy to answer any questions you have!

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