|Commander / EDH||Legal|
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|Dark Ascension (DKA)||Uncommon|
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Creature — Wolf
Intimidate (This creature can't be blocked except by artifact creatures and/or creatures that share a color with it.
Other Wolf and Werewolf creatures you control get +1/+1.
Non-Human Werewolf creatures you control can't transform.
Price & Acquistion Set Price Alerts
Latest as Commander
6 days ago
I think the biggest thing that would improve this deck is getting some tutors for Immerwolf . Chord of Calling is the most important, since it's instant-speed, allowing you to flip your werewolves. Woodland Bellower , Green Sun's Zenith , Birthing Pod , Eldrich Evolution, Fauna Shaman , and Natural Order are all good, too. Secondly, I would put in some generic tribal stuff. Adaptive Automaton , Door of Destinies , Herald's Horn , Kindred Summons , Metallic Mimic , Obelisk of Urd , Vanquisher's Banner , Urza's Incubator , Coat of Arms , Descendants' Path , Grave Sifter , Path of Ancestry , Shared Animosity , Steely Resolve , and Tribal Unity are all cards you should consider.
3 weeks ago
Of all the mythical creatures werewolves were, for as long I can remember, my favorite of all the species.
My problem for the transform mechanic of this game is that I play 4v4 edh and everyone is always casting spells. Is there a way to reduce my opponents resources or abilities to cast spells?
Or cards like Immerwolf to keep them transform?
I have not picked the General yet.
I have no specific color in mind (although gruul seems to be the best pick or at the very least a color combination that can include gruul).
No limit in the budget, old cards, new cards, cheap and new cards are all accepted.
1 month ago
Also I'm wondering if I should include the non-human werewolves from Eldritch Moon since Immerwolf makes it so they can't transform. Are they good enough that I should put them in anyway?
3 months ago
unfortunately, werewolves just aren't really modern competitive. their transform mechanic is too slow, and will rarely (if ever) actually trigger in a competitive modern environment. if you're playing casually though, there are several things you can do to help them flip. unfortunately, your deck currently does not have any of them. first up is Aether Vial. it puts creatures into play without casting them. this means you won't have to choose between putting another creature on the board, vs just passing turn to let your current creatures flip. next you have Moonmist, Waxing Moon, and Geier Reach Bandit Flip to force transformations. finally, use Immerwolf to make sure they don't flip back to their human side.
4 months 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?
4 months ago
I like the deck and the name you chose for it +1. Depending on your budget it would be worth getting some Wooded Foothills in there for an even more reliable land base. I would suggest -2 Huntmaster of the Fells Flip and +2 Geier Reach Bandit Flip. The reason for this is that Huntmaster likes flipping back and forth for maximum value. The bandit let's you cut to the chase, so to speak. Bandit is also very good with Immerwolf. Food for thought if for nothing else. Kudos on a cool deck.
4 months ago
Immerwolf is a great card in werewolves. It has evasion, acts as a lord, and prevents your transformer werewolves from reverting to human form.