Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Dark Ascension (DKA) Uncommon

Combos Browse all


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



Recent Decks

Immerwolf Discussion

DragonKing90 on Modern Werewolves

6 days 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.

wariorior on ...and out come the wolves

1 week 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?

Muggins84 on Transformers! Werewolves in Disguise!

1 month 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.

cdkime on Typical Werewolfing Deck

1 month 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.

rippinstrider on Werewolves

1 month ago

Immerwolf. Single biggest thing for werewolf decks. Also Moonmist is pretty good.

TypicalTimmy on Need help building a deck ...

2 months ago

Timberpack Wolf would be amazing, especially with Immerwolf and Goreclaw.

Also, Razorclaw Bear and Dragon-Scarred Bear would be great defense.

M_Malcom on Need help building a deck ...

2 months ago

I would go with a red green efficiency build. Here’s just an idea of a list.

Creatures 4x Goreclaw, Terror of Qal Sisma 4x Alpine Grizzly 4x Werebear 4x Ashcoat Bear 4x Immerwolf 4x Lupine Prototype 4x Young Wolf 2x Wolf of Devil's Breach 2x Assembled Alphas

Spells 4x Sarkhan's Unsealing 4x Rhonas's Monument

Land 12x Forest 4x Mountain 4x Game Trail

Sideboard 4x Heaven//Earth 2x Tormod's Crypt 4x Feed the Clan 2x By Force 2x Back to Nature 1x Red Sun's Zenith

It’s a simple strategy, play creatures when you shouldn’t and get triggers off of Sarkhan's Unsealing, Rhonas's Monument and Goreclaw, Terror of Qal Sisma. Play fast and play bombs. The Sideboard is a little shakey and you can probley do better than I could.

Kjartan on Moonlit Night

2 months ago

Your entire enchantment package seems pretty underpowered.

Gruul War Chant is probably the best one, and I can understand why you would run a copy. Just keep in mind that it's overpriced, and that your deck is already prone to make people double block.

Impact Tremors is not overpriced, and it's actually a decent card, but if you don't drop it turn 2, it's probably not gonna be worth its own price. You are not based around token spamming, and the card can only hit people in the face. You shouldn't play it for the same reason you shouldn't play Lava Spike.

Sight of the Scalelords is a little weird. Maybe it's good enough here. But it's a really, really bad card. It only works when your wolves are transformed, at which point, you are likely to be ahead anyways. And it's so overpriced at 5 cmc.

Sunbird's Invocation is cool, and a decent card, but 6 mana is just too expensive for your deck.

Vessel of Volatility. If you want to keep playing all those "Pay expensive cost -> Transform this" Werewolves, Sure, keep the thing. Waxing Moon might be better, though.

Overall, I feel like you should settle down on the werewolf horrors, and go more into the traditional werewolves. When you play them ën masse, they are just way less clunky as a strategy. That would also make Immerwolf way better. (If you wanna keep the horrors at such a high rate, at least get more lands.)

Oh, and get some Lightning Bolts.

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