|Commander / EDH||Legal|
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Creature — Human Werewolf
Attacking creatures you control get +1/+0.
At the beginning of each upkeep, if no spells were cast last turn, transform Instigator Gang.
Instigator Gang Discussion
4 months 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:
4 months 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
Flip are good to run 4 copies. Thats why
Flip is also good.
- Cheaper creatures is also amazing so I would run 4
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
Flip is an interesting card. I would run 1 or 2.
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
- 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.
is a mainboard card and not great in this deck.
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.
5 months ago
This is me again, the same old stubborn girl trying to make Werewolves work in modern.
So while looking for new strategies, I got into a weird interaction between cards, and I really need some enlightenment.
So my question is this. Combat phase, the Helm resolves, makes a copy of the Gang, being an Werewolf that has not yet flipped, the Alpha should make it do so, but since it is a toke, would it "token flip"?
Thank you very much!
10 months ago
Mutavault can help get some damage in
1 year ago
1 year ago
Jaddi? Not land focused
Beastmaster? Not fatty focused
Crown? Not wide enough
These cards are all slow, expensive, and make you a target. They are also redundant to Ruric Thar to some extent, which isn't bad, but it isn't copacetic to the plan.
What do these have in common? They're affordable, they're creatures and they ramp you to your fatties.
1 year ago
Loganburns Hey! Your deck looks good. You play 9 cards that cost 4 or more, this works because you play some ramp as well but I would add another land or two in order to consistently cast those high mana spells. Wolfbitten Captive Flip is good in such a deck if you often have unspent mana mid/late game. Duskwatch Recruiter Flip is also a good mana sink when you don't have much else to cast. If you want to be more agressive early on you could add Village Messenger Flip and/or Geier Reach Bandit Flip. I see you're also playing Wolfir Silverheart, this card works great with Kruin Outlaw Flip. If you would add Village Messenger Flip and want to consistently cast it on turn one, you should at least have 10 turn-one red sources in your deck, preferably 14 red sources. Check out this article by Frank Karsten for more information: https://www.channelfireball.com/articles/frank-analysis-how-many-colored-mana-sources-do-you-need-to-consistently-cast-your-spells/.
Using Howlpack Resurgence instead of Full Moon's Rise is a tradeoff. Regenerating your werewolves will cause them to lose their +1/+0 and trample buff, resulting in you dealing much less damage. And because you play with Instigator Gang Flip, losing trample would not be very beneficial. By instead flashing in Howlpack Resurgence on their turn you can flip some werewolves on their upkeep. A big bonus from this enchantment is that your wolves also get the same buff, Full Moon's Rise does not do this. But if you feel that you are in need of the regeneration effect more than the buff from Howlpack Resurgence, maybe because you're facing many boardwipes or other removal, you should play with Full Moon's Rise.
I like that you're using Doubling Chant, it could be a great top deck to potentially double your board presence, but it also could be troublesome if most of your werewolves are dead. Because it has a rather high mana cost you could instead use Duskwatch Recruiter Flip for a repeatable effect, which can also be used on your opponents turn and it does not count as a spell.
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