Back:Ravager of the Fells
|Commander / EDH||Legal|
Printings View all
|From the Vault: Transform (V17)||Mythic Rare|
|Dark Ascension (DKA)||Mythic Rare|
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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.
Latest as Commander
Huntmaster of the Fells Discussion
6 days ago
There are so many good werewolves in OG innistrad block. here are some that are really strong, if you do ever feel like buying cards i guess:
1 week ago
SonRyu - Oh man, thank you! :D Always great to hear that haha
You might be able to turn this into a RGW Wolf/Werewolf deck with cards like:
Huntmaster of the Fells Flip
Ulrich of the Krallenhorde Flip
Daybreak Ranger Flip
Good luck on your Naya adventures. If you have a list I'd love to look at it
2 weeks ago
Akromathia you need 4 immerwolves, to keep them from flipping back. Id consider more copies of Moonmist because it flips everyone, and its a good combat trick.
- You want the human version to be not as weak so cards like
Flip are good to run 4 copies. Thats why
Flip is also good.
- Cheaper creatures is also amazing so I would run 4
Mayor of Avabruck
Flip gets out of control if you dont deal with him, as well as keep your humans alive before they transform.
Huntmaster of the Fells
Flip helps you keep the battle field so 4 of him is not bad also
Flip is an interesting card. I would run 1 or 2.
this card is run sometimes. I like it in the SB for when you have to deal with big creatures.
- IF you can afford it
Cavern of Souls
- your maybe board contains lots of spells. I love the want for burn but here is bad. You want to keep your cards flipped and you wont always have immerwolf sadly. Id pull out every spell that isn't bolt (simply its the best red removal). Keep Moonmist as well.
is a mainboard card and not great in this deck.
is a good card. Just think of the enchantments that hurt you. I don't forsee to many. Maybe only run 3. I say enchantments because there are better artifact hate cards.
- SB suggestions: Grafdigger's Cage is always good for grave hate for non-white decks. Pithing Needle can really help in some games. Blood Moon can win games, just be careful so you don't screw your self over. Choke if you really want to piss blue players off.
- Rhythm of the Wild might be a good replacement for your current enchantment.
1 month ago
1 month ago
2 months ago
Hello! First, well done up there. I have been running werewolves for a while now, and this proposal is very interesting. In all honesty I thought of this same mechanic myself, but the price on
Collected Company prevented me from pulling that off, and since it is a common archetype in modern, people tend to be ready to counter it sometimes. I recommend paying attention to the new Gruul enchantaments, they help to fight control a lot. Now, I am going to give you my point of view on more of these mechanics, hoping to help you on the long run. Please, do not have it as me pretending to know more than you do or anything, it is just based on my personal experience. Now with this out of the road, let me begin.
All the Eldrazi Werewolves (The likes of Kessig Prowler Flip, Smoldering Werewolf Flip, Vildin-Pack Outcast Flip, etc) are just a bad idea with Immerwolf , specially if you are running 4 copies of it. I myself used to have Vildin-Pack Outcast Flip as a finisher and to abuse Kessig Prowler Flip but ended up removing them due heavy incompatibility. My suggestion is to replace one side of the equation or lower the Immerwolf count to 1-2. Also keep in mind that Huntmaster of the Fells Flip and Ulrich of the Krallenhorde Flip suffer heavily with Immerwolf company as well, for they need to keep on changing to really shine. Both are great strategies, just not fully compatible in between.
Hope it helps, and keep up the good job :D
2 months ago
Fauna Shaman Hydra Broodmaster Flametongue Kavu Skyshroud Poacher Tireless Tracker Scavenging Ooze Manglehorn Harbinger of the Hunt Wolfbriar Elemental Huntmaster of the Fells Flip Yisan, the Wanderer Bard Gruul Spellbreaker Budoka Gardener Scryb Ranger Ulvenwald Tracker Quirion Ranger Ruric Thar, the Unbowed Buried Ruin Gruul Turf Kazandu Refuge Rugged Highlands Mountain Valley 2x Mountain 2x Forest
Dualcaster Mage Llanowar Empath Genesis Hydra Yeva, Nature's Herald Decimator of the Provinces Siege Behemoth Magus of the Library Brutalizer Exarch Duplicant Greenwarden of Murasa Loaming Shaman Golden Guardian Flip Burnished Hart Wood Elves Gaea's Herald Frontier Guide Diligent Farmhand Contested Cliffs Endless Sands Ghost Quarter Mystifying Maze Fungal Reaches Sheltered Thicket Raging Ravine Game Trail Memorial to Unity
My first update is focused on fine-tuning the deck a bit and getting rid of some of the obvious misfits with some needed staples and just new cards I thought would work. I decided to go all-in on the quick beatdown plan, so I added in some low-curve mana producers like Wood Elves, Magus of the Library, Frontier Guide, and Burnished Hart along with some heavy beaters and game-enders like Decimator of the Provinces and Siege Behemoth. I also added a bit more tutoring power with cards like Genesis Hydra and Brutalizer Exarch. I removed a bit of the Elf tribal suite because while it may be good in the early game, it won’t matter much if you get something like Skyshroud Poacher later in the game. I added Yeva, Nature’s Herald because having flash is crucial for a deck like this to really succeed—surprise allows you to dodge removal and play conservatively instead of walking into spot removal and board wipes. Speaking of flash, I can’t believe I didn’t consider Dualcaster Mage before—you may not be able to cast your own instants and sorceries, but Nikya doesn’t say anything about not letting you take other people’s! Golden Guardian I think is an excellent card in this deck—not only does it die easily to most of your powerful creatures, including your commander, but it transforms instantly into a land to boost your mana AND that pumps out Golems every turn with the extra mana you have left over. Finally, I also beefed up the land suite a bit to include some more utility lands—one thing I’ve realized is that the lands in this deck will have to carry some of the extra weight of you not playing spells. Contested Cliffs gives you access to extra removal, as many of this deck’s most powerful creatures are Beasts. Fungal Reaches lets you store extra Nikya mana for a big burst later on. Endless Sands is more insurance against removal and board wipes. And Mystifying Maze provides the deck with some much-needed defensive capability, once again helped by all that extra mana.
Something I’m struggling with is how much to focus on my beatdown plan versus an anti-control or combo plan. As it stands, this deck is well tuned for the beats but is weak against non-interactive strategies like storm or blink decks. Cards like Ruric Thar, Immolation Shaman, and Harsh Mentor would definitely put a crimp in their plans and stop them from going off, but they don’t really help toward Nikya’s goals much. Other cards like Runic Armasaur that are designed for the long game don’t seem at home in this specific version of the deck—I could see an alternate build though designed more with control in mind than beatdown. You’ll notice I’ve added a large Maybeboard of cards I want to include, but just can’t find space for.
2 months ago
Hazoret the Fervent is a very solid 4-drop option, but she never really worked out for me. It's extremely interesting how some cards are like that ... Pia and Kiran Nalaar and Huntmaster of the Fells Flip are other examples of cards that for some people are seriously amazing, and for others not quite worth the slot ...
Huntmaster of the Fells occurrence in decks from the last year
All decks: 0.04%
Commander / EDH:
All decks: 0.0%