Huntmaster of the Fells


Ravager of the Fells


Format Legality
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase 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


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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Recent Decks

Huntmaster of the Fells Discussion

Chasmolinker on Jund Midrange

2 weeks ago

Thragtusk is difficult to answer and is a big tempo swing. I would say yes although it costs more mana than Kitchen Finks or Scavenging Ooze it gives a bigger body and a replacement when it dies. Plus faster life gain. Similar to Huntmaster of the Fells  Flip as they both are higher up on the curve but powerful against jund. Anything that gives you value just for playing it can be good against Jund. I’d be curious to see how Jadelight Ranger stacks up against attrition decks.

ToolmasterOfBrainerd on Green devotion? Can it be ...

2 weeks ago

I recently played against RG Devotion which used Primeval Titan as its engine (to find Nykthos, Shrine to Nyx and Kessig Wolf Run) and then won by pumping with Kessig Wolf Run. Because of the mana dorks you almost always have a target for Wolf Run.

The other parts of the deck were things like Huntmaster of the Fells  Flip, Primal Command, Wistful Selkie, Garruk Wildspeaker.

Kjartan on Jund Midrange

1 month ago

Don't think you need Farseek here.

It was good in Innistrad-RTR standard jund, because it had 4x Huntmaster of the Fells  Flip, 4x Thragtusk, 1-3X rakdos return and 3-4x Bonfire of the Damned.

You really only have Ghor-Clan Rampager to ramp after here, so I think another couple lands would just be better.

zenozia on Were are the Wolves

2 months ago

hi really cute 10$ deck for a werewolf deck one of the most important card is Moonmist and Immerwolf to help you keep your creature in werewolf form

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

instant: Lightning Bolt stapple in modern Moonmist, Atarka's Command, Collected Company cost a lot of money but it's really a good card

enchantement: Howlpack Resurgence, Rancor, Full Moon's Rise each one of them are really good choice

planeswalker: Arlinn Kord  Flip

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 :)

randomthing on Putting myself out there

2 months ago

lol "meta slave" Nillstan, none of your comments actually help Poidem improve his deck (Which is what he was asking for in the first place)

I agree with TheDevicer completely. This deck as it is will definitely not hold up at a shop, and would need some serious improvements to do so. If you insist on playing this, all the comments on your deck provide sound advice. It boils down lowing your curve and finding focus in how you want to win. Value mid-range seems to be what you like to do so get yourself some more powerful, lower CMC creatures to beat your opponent with. Some that come to mind are Ghor-Clan Rampager or Huntmaster of the Fells  Flip. You can also get a some better mana dorks like Llanowar Elves or Elvish Mystic. (Though Birds of Paradise would be best they might be expensive and I don't know your budget.)

Also a note: to be a "meta breaker" you have to KNOW the meta. If your new to modern I highly recommend what TheDevicer said. GOOD LUCK!

JohnnyBaggins on Card creation challenge

3 months ago

Hellfire Eruption is completely absurd. You still dealt 15 damage with two attacks! I think if the card doesn't have trample it's too lobsided of a downside, if you scale it down to 6/1 with trample or something like that, it becomes a bit more beatable and is still super strong. Edit: Oh, yeah, you sacrifice it. I didn't see that. Nah, card's fine now. pathable Super-Lightningaxe seems fair.

As to your challenge, I heard this card already exists. It's called Huntmaster of the Fells  Flip or Bloodbraid Elf. But let's make a new one, shall we?

Underwood Gorger

Trample, Haste

Underwood Gorger can't be countered.

Whenever an opponent casts a noncreature spell, Underwood Gorger deals 3 damage to that opponent.

Beware of what lurks in the shadows of the foothills. You may not like what it does to your face.


You're playing Grixis Midrange (However that may look) and you lost game one to a goddraw of a stock burn deck. In game two, your opponent has cast a Goblin Guide and on turn two suspeneded a Rift Bolt and cast a Monastery Swiftspear. That sounds pretty good to them, but on your turn two draw step you smile. You just drew the sideboard card that you were hoping for. So design this card for me. Keep in mind that this card isn't very maindeckable.

CavusCanis on Werewolves not Swearwolves

4 months ago

Love this deck! I love the idea of putting an Isochron Sceptor down on Moonmist. Full control over flips each and every turn along with one sided fogs is exactly what werewolves need on board to make them operate optimally. That being said, I've been playing a paper werewolf deck for about a year now in my deck Howlpack Tempo (Paper), and I've had the best experience utilizing vehicles like Smuggler's Copter and Aethersphere Harvesterto cover the weaker human side, while I save cards like Moonmist for the later game where I can maximize their blow-out potential.

While I love the value of cards like Huntmaster of the Fells  Flip, in a tribal deck, I really think four mana is simply too much for too small of a value engine in Modern.

I don't like relying on Werewolves for the win, mainly because of the inconsistency of their flip conditions. As we all know, Werewolves are essentially a really bad humans deck with a large upside if a player ends up without any plays for a turn. This is why I love the idea of Isochron Sceptor. The more control over flipping the werewolves, the better. We don't have to wait for turns to end. We simply have to keep two mana up. If there's a play to be made late game, you can play your removal or creatures, all the while posing the constant threat of flipping the wolves every single turn.

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