|Commander / EDH||Legal|
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|From the Vault: Twenty (V13)||Mythic Rare|
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Kessig Wolf Run
: Add to your mana pool.
, : Target creature gets +X/+0 and gains trample until end of turn.
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Kessig Wolf Run Discussion
1 week ago
Some thoughts, in no particular order ...
- I go back and forth on Kessig Wolf Run vs. adding another Fetch. I've certainly won games with Wolf Run plus a Bird or Elf. But I've also had to mul' due to Wolf Run in my opener. Before Tireless Tracker, Wolf run was definitely the better option IMO. With 3x Trackers though, I'm not so sure ...
- Another Land option is to go to 22 and drop a Bird. +1 Land means extra Clues, plus Lands don't die to removal/Birds do. Though of course, Birds can chump block Flyers/Lands can't.
- I'm sure it's just a playstyle thing, but I'm not personally a fan of a bunch of 1-ofs (unless a deck also has a bunch of tutors). They're of course amazing when we need them and actually draw them. But I really dislike drawing the wrong side of my deck. For example, I run 2x Chameleon Colossus and 2x Obstinate Baloth in my 75 like you do. But I play with 2x Colossus in the main and 2x Baloth in the side, rather than a 1-1 split.
- I've found Huntmaster of the Fells to be superb in grindy matchups, but underwhelming everywhere else.
Good luck (and skill) with the new deck!!!
1 week ago
1 week ago
@Coward_Token Again, very thoughtful analysis! I always like seeing discussion around this archetype.
Good points about Mana Echoes: it's potentially explosive and can fuel a nasty Kessig Wolf Run or Tempt with Vengeance. However, I think (even with all of the tribal synergy you outlined) it might just be a tad too inconsistent. For four mana that probably doesn't do anything the turn it comes out, it's possible that just straight up Skyshroud Claim would be better in the long run.
As for Mystic Barrier - it's definitely not for everyone, but it opens up new lines of play; I've rarely been disappointed to cast it, but it has to be a deliberate decision to cast - not just because it's on curve or because you have an Academy Rector trigger. You'll always be choosing to be attacked by the adjacent player with the least resources, and a pillow fort can usually stave off most of that attack. The kicker is, of course, always having a "forced attack" effect to play with Barrier - the synergy there is huge if you can keep Barrier on the field for multiple turns. I don't think I've met many Gahiji players that run Mystic Barrier, and it might just be a pure pet card for me, but I really enjoy it.
As a minor aside, if you know you're planning to cast Barrier at some point in the game, try to identify which adjacent player will be less aggro - then deliberately avoid giving them tokens. You want to start off with that player attacking in your direction, and you also want to make sure there's always a juicy target for the other players to attack.
2 weeks ago
Breeding Pool, Steam Vents, Stomping grounds, Cinder Glade, Game Trail, Evolving Wilds, Terramorphic Expanse, Frontier Bivouac, Temple of Abandon, Temple of Epiphany, Temple of Mystery, Gruul Turf, Izzet Boilerworks, Simic Growth Chamber, Hinterland Harbor, Rootbound Crag, Kazandu Refuge, Rugged Highlands, Swiftwater Cliffs, Thornwood Falls, Shivan Reef, Yavimaya Coast, Gruul Guildgate, Highland Lake, Izzet Guildgate, Shivan Oasis, Simic Guildgate, Timber Gorge, Woodland Stream, Highland Weald, Arcane Lighthouse, Homeward Path, Kessig Wolf Run, Rogue's Passage, Skarrg, the Rage Pits, Command Tower, Forbidden Orchard, Path of Ancestry, Lumbering Falls, Wandering Fumarole, Savage Ventmaw, Shaman of Forgotten Ways, Somberwald Sage, Xenagos, the Reveler
3 weeks ago
I don't especially like the Woodland Stream, as opposed to a higher-impact utility land like Kessig Wolf Run, or Reliquary Tower. Also, Rashmi, Eternities Crafter isn't great if she's only being triggered on your turn in the turn cycle. Somberwald Sage is a great mana dork for a creature heavy deck. Finally, Teleportal is also higher impact than Counterflux. If you really want a counterspell in that spot, try Desertion.
Hope this helps!
3 weeks ago
Ghost Quarter and other land destruction lands
Mosswort Bridge and other hideaway lands
Like I said, I'm not suggest any one over the other, I would simply get all the ones you can since color fixing in 3 color decks can be really expensive and intensive.
Anyway, I know this was a lot spread over 3 comments. I hope it helped!
3 weeks ago
You don't need anything other than Pyroclasm/Anger of the Gods/Pyrohemia and creatures with enrage. You can ramp with Search for Tomorrow and Sakura-Tribe Elder (that way, you don't kill your own mana dorks).
The list I've been messing around with so far is:
I'm hoping we get a wider variety of enrage creatures later in the block, because right now I feel as though this list is weaker than playing Dragons (Thundermaw Hellkite and Stormbreath Dragon, specifically) or Tooth and Nail.
4 weeks ago
You should run Command Tower if you can help it! Even with all of the colorless critters running around, you'll want to always have the colored mana on hand to be able to play Animar. You might also like Ancient Ziggurat, City of Brass, Mana Confluence (don't worry about the 1 point of damage, you have 40 life!), Frontier Bivouac and the painlands - namely, Karplusan Forest, Shivan Reef and Yavimaya Coast. Since you need colorless mana for some of the eldrazi, these lands basically make three colors of mana!
For utility lands, Alchemist's Refuge is good in Animar decks (he makes guys cheap enough you'll often have no problem paying the activation cost) as well as Kessig Wolf Run as a mana sink in the late game.