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
Penny Dreadful Legal
Custom Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker 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.

Huntmaster of the Fells Discussion

droslag on There's a Full Moon Tonight

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:

Instigator Gang  Flip

Reckless Waif  Flip

Full Moon's Rise

Mayor of Avabruck  Flip

Huntmaster of the Fells  Flip

Immerwolf

Garruk Relentless  Flip

Kruin Outlaw  Flip

other cards

Rancor

Domri Rade

Kessig Wolf Run

Natalbee on Wolfgain Amadeus

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
Immerwolf
Daybreak Ranger  Flip
Ulrich's Kindred
Howlpack Resurgence
etc.

Just go leaner on the Elves and heavier on the Werewolves and fight abilities. Maybe run an Ogre Battledriver or Purphoros, God of the Forge ? Who knows - the world is your oyster haha

Good luck on your Naya adventures. If you have a list I'd love to look at it

abbatromebone on Advertise your MODERN deck!

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 Reckless Waif  Flip are good to run 4 copies. Thats why Wolfbitten Captive  Flip is also good. - Cheaper creatures is also amazing so I would run 4 Duskwatch Recruiter  Flip - 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 - Instigator Gang  Flip is an interesting card. I would run 1 or 2. - Moonlight Hunt 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 is amazing,. - 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. Isochron Scepter is a mainboard card and not great in this deck. - Destructive Revelry 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.

IlLupo643 on The Pack

1 month ago

I can agree to Huntmaster of the Fells  Flip, and actually have one as were I do not yet have Master of the Wild Hunt

Mcspacky on The Pack

1 month ago

Check out Huntmaster of the Fells  Flip, it seems like it would fit in this deck somewhere.

Akromathia on Werewolves Are Back!!

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

TheCardPool on Bringing Them Old-School Beats (Nikya EDH)

2 months ago

UPDATE #1

Out:

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

In:

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.

Thoughts?

clayperce on Gruul Moon

2 months ago

GollumWasFramed,
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 ...

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Huntmaster of the Fells occurrence in decks from the last year

Modern:

All decks: 0.04%

Commander / EDH:

All decks: 0.0%