Huntmaster of the Fells

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Ravager of the Fells  Flip

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Planechase Legal
Quest Magic Legal
Vanguard Legal
Vintage Legal

Huntmaster of the Fells

Creature — Human Werewolf

Whenever this creature enters the battlefield or Ravager of the Fells  Flip transforms into this create, create a 2/2 green Wolf creature token and you gain 2 life.

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

CMDZ 1 / 0
Huntmaster of the Fells feature for I Am Legend

Fluggleshmuggits on Cube Eternal

1 month ago

Cube somehow got over 450. Strangleroot Geist was the last card. Still need to fit it in. And it's hamster time.

IN
Strangleroot Geist
Minsc & Boo, Timeless Heroes

OUT
Trumpeting Herd
Huntmaster of the Fells  Flip

lagotripha on modern naya winota land destruction

1 year ago

If there was ever a deck that wanted Huntmaster of the Fells  Flip, I think this is it.

Haktos the Unscarred in the sideboard would be neat too.

RDWDTR on Attrition Jund (Baby Jund) 4-0 at FNM

2 years ago

I'm not sure what your budget is or what exact suggestions you're looking for but here's my feedback. I'm going to write these suggestions assuming you already have an idea of what the "optimal" Jund list looks like. There won't be any of those cards on this list because I assume you already know about them but are unable/unwilling to afford them. Overall I like your budget take on Jund but there's a lot of room to upgrade this, even on a budget.

Cards to look into:

Criticism:

  • Olivia Voldaren and Reaper of the Wilds aren't all that impressive to me, same with Dreg Mangler. These cards feel like filler for this deck. I don't really like Huntmaster of the Fells  Flip either but it's better than the other three cards.

  • Kitchen Finks seems more like a SB card to me against burn or aggro matchups, though it's not the worst thing ever MB

  • Bile Blight is ok but I think Maelstrom Pulse might be better. I would only run 2.

  • Birds of Paradise doesn't really belong in a deck like this. It's not the worst choice but I'd rather be using a discard spell or holding up mana for a Bolt or something T1 than play a Bird.

  • I'm sure you know this, but that mana base is really sub-optimal. You might see the biggest difference in upgrading that first.

Sideboard:

  • 4x Dismember? What for? You already have tons of spot removal in the MB.

  • Drown in Sorrow is meh to me; I'm not so sure you need board wipe in your SB with all the spot removal and creatures you're running. I personally think you have better options for board wipe anyway: Bontu's Last Reckoning, Anger of the Gods and Kozilek's Return seem stronger to me. Damnation would be the best boardwipe but it is pricey. I would only run 1-2 of any of these.

  • Putrefy doesn't seem as good to me as something like Naturalize, even if it means getting got by Welding Jar.

  • Duress isn't the best SB slot. You could probably put this in the MB or just go for Inquisition as noted earlier.

  • Rakdos Charm is ok, you run 4 Scoozes in the MB so you're already decent against graveyard decks.

Snap157 on Werewolf

2 years ago

No Huntmaster of the Fells  Flip? He's the best value you can get and would be great in place of your Child of the Pack  Flip

zapyourtumor on RG werewolf aggro

2 years ago

Land count seems very low. I'd up to at least 20. Could maybe include some Rootbound Crag and Kessig Wolf Run.

Creature density seems a little low(?) given how you have almost as many cards supporting the creatures as the creatures themselves.

Gruul Charm seems very situational and more of a sideboard card.

Some other fun werewolves: Huntmaster of the Fells  Flip (classic 4-drop threat, even outside werewolf tribal, maybe 2 of?), Werewolf Pack Leader (card advantage engine, definitely recommmend 2-4), Reckless Stormseeker  Flip (gives your guys haste and buffs them and stuff).

zapyourtumor on Jundilicious

2 years ago

Threats:

I'd say one of the main decisions you should make with this deck is whether to go for Lurrus or not. Currently, you only have one card, Lili, which is preventing you from playing Lurrus. If you went the Lurrus route, I'd cut the LotV, and Ignobles. Iggys are best used to accelerate into 3 and 4 drops, which means they don't really fit in with Lurrus. Instead, I would probably add some Dragon's Rage Channeler (the card is just too good), Scourge of the Skyclaves, and maybe some bauble. Since Lurrus is so powerful, the best versions of Jund DS are almost certainly Lurrus builds.

That said, imo going into Lurrus-free jund midrange with Death's Shadow like you've done here is more interesting. However, you'd definitely need some more powerful 3-4 drop threats (although I guess Kroxa is kind of a "4-drop"). 4 Iggys seems a bit overboard to me, I think 3 may be more optimal given that its a weak topdeck. Grimlock suggested Varolz and I wholeheartedly support adding 1 mainboard--He's a very fun 1-of and a great topdeck. Bloodbraid Elf is another powerful 2-for-1 threat and a good 1-2 of. There are some other good 3-4 drops like Klothys, God of Destiny, Seasoned Pyromancer, Huntmaster of the Fells  Flip but I don't really think any of them are a good fit for this deck.

About Deaths Shadow specifically: I've seen some comments above that there isn't enough self damage to justify Deaths Shadow and that the deck would function better as a midrange deck without DS. Honestly, this deck is more of a Jund midrange deck that happens to run Shadow than a full on Shadow deck. Only running lands and Thoughtseizes for life loss is enough to justify running shadow, since it is an efficient beater for mid to late game kind of like Goyf.

Spells

Although we have Iggy now as a one drop, DS isn't really a t1 play. I'd run more hand disruption: I think 2 Inquisition of Kozilek sounds good but whether you run 2 or 3 probably depends on the meta.

For the removal suite, I'd lower the curve. Unholy Heat would be good if you decide to run DRC and go Lurrus. Else, I'd run maybe 2-3 Fatal Push. Between Decay and Trophy, I usually like around 2-4 combined. Terminate is probably not needed to answer Murktide if you run 2 Assassin's Trophies. KCommand is pretty good right now so 2 seems like the sweet spot, although you could easily shave a copy or maybe even go up to 3. I don't think you need to go above 12 removal spells total.

Stuff like Temur Battle Rage isn't really what we want in a grindier midrangier deck, since its more for grixis DS decks to pull surprise wins out of nowhere.

Lands

In a Lurrus deck, 19-20 lands is usually enough. For Iggy jund, I would probably go for 21-23. You have mana dorks, but you also have more higher cmc cards. I would cut down on shocks and basics. Only 1-2 Blood Crypt, 2 Overgrown Tomb, maybe a Stomping grounds seems like enough. For basics I think you only need 1 mountain and 1 forest. I would probably go for 8-9 fetches total, since they can either help accelerate lifeloss or save life by fetching basics. If you go above 21 lands, some horizon lands to prevent manaflooding would be nice, like 1-2 Nurturing Peatland.

Sideboard

I won't really go into this one. I've noticed that most of your sideboards follow a very streamlined 4 4 4 3 pattern which can work well sometimes. I personally prefer a sideboard with more variety and 1-2 ofs but I guess it all depends on your meta.

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