|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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|Have (11)||tragic_slip , NOGzFTW , Wolfninja , switchkill65 , Nemesis , mziter501 , MattN7498 , thetechzombie , ibraJG84 , bakeraj4 , abby315|
|Want (3)||Turtlelover73 , Bovine073 , twospires|
Kessig Wolf Run Discussion
1 day ago
I've been playing Ponza for a while and sorry for the spam if you already know all this. But here are a few thoughts from the other side of the table:
- My Turn 2 is probably the most important turn of the game. Your odds improve dramatically if you can disrupt my T2 Blood Moon/Stone Rain (~65% of the time) or Mwonvuli Acid-Moss/Chandra, Torch of Defiance/Chameleon Colossus (~10% of the time). Techniques incl 'bolt the bird' (i.e., Bolt, Push, or even Terminate vs. my Elf or Bird), your counterspell of choice (especially if followed up with Surgical Extraction), and simply not cracking a Fetch.
- My next big turn is trying to land my 5- or 6-drop.
- If Game 1 looks hopeless, it may be worthwhile to pretend you're on Grixis Death's Shadow for a while before scooping. The advantage there is that if I'm not sure yet what your deck is, I'm going to board for GDS rather than Control. Plus, I will almost always keep a meh hand in Game 2 vs. GDS, because a meh 7 is better than a great 6 or 5 that gets hand-distrupted into a horrible 5 or 4.
- We of course don't have any two-drops in the main, so sorry about those Spell Snares stuck in your hand Game 1. Not actually sorry :-)
- Because I'm expecting Engineered Explosives from your side, I always think about bringing in Ancient Grudge ... but I don't think I ever have, since there just aren't that many targets for it. Plus it's (hopefully) going to be hard for you to get the 3 colors you need to kill Blood Moon or Magus of the Moon.
- Collective Brutality is really good against me. Fulminator Mage is only OK, because I expect it ... though it's great if I stumble and you can keep me off double-red.
- You should expect to see Chameleon Colossus (mine are in the main, but almost all of us have 2x somewhere in the 75).
- Idk if it's any good in other match-ups, but you might consider Damnation in the side. It's a great way to kill our fatties and usually some dorks too. It's especially good after you have to tap out for something, as I will generally dump a fatty at that point (even if I think you may have it, because I generally can't afford to not take advantage of the opportunity). And even if you're not running it, you might consider pretending like you are (e.g., making a comment of some sort when you finally get double-black).
- If you've kept me off Blood Moon, watch out Kessig Wolf Run + any mana dork.
- In Control-heavy metas, expect Thrun, the Last Troll from the side for sure. Also expect to see some folks trying out Carnage Tyrant in the next few weeks. And Choke in a SUPER-heavy Control meta.
Hope this was helpful, and sorry again for the spam if it wasn't!
4 days ago
Temur Battle Rage seems like a nice tool to one-hit opponents. I would also suggest adding Genesis Chamber: It triggers for all players, creating lots of extra creatures that fuel Kresh and enable Blasphemous Act.
Also, in a deck focused on high-powered creatures, Garruk, Primal Hunter and Greater Good should be included, both are very powerful card draw machines. Selvala, Heart of the Wilds is the equivalent in the mana department.
Murder could be upgraded to Beast Within - it kills more things and leaves a creature behind, seems like all upside to me.
Kessig Wolf Run and Skarrg, the Rage Pits are useful lands in a deck that needs evasion for its commander.
4 days ago
i played standard werewolves in the original innistrad, and this is the closest thing i have seen since then!
next stop, modern mashup?
4 days ago
I love cheesy decks like this!
I know hounds and wolves are separate tribes in Magic, but I would still put Kessig Wolf Run in the deck for more canine-related goodness.
6 days ago
Also Selvala, Heart of the Wilds for a little extra Mana play a big Hydra then use that Hydra to play a bigger Hydra.
6 days ago
I have some minor suggestions not to your forces, but the mana you obtain. I am speechless to your powerhouse of creatures! I could never make an improvement off that. I am very satisfied that you run my favorite Eldrazi, Pathrazer of Ulamog. As for that mana.... I would recommend taking out Darksteel Ingot and Commander's Sphere for faster mana rocks like Fellwar Stone and Everflowing Chalice that cost 1 less to cast. I can see that your mana base is a little chunky too with those Scrylands and Wind-Scarred Crag. Why not run the three fetches of Arid Mesa, Windswept Heath, and Wooded Foothills? I think it would be helpful if you ran a Krosan Verge that is great in any Selesnya support. Yes, they enter tapped, but ramp is ramp. As for that Cavern of Souls.... What creature type do you usually like to select? It seems odd to have because I'd think a Kessig Wolf Run might be more beneficial with these giant creatures, but I tend not to worry a lot about my creatures being countered so that's just me.
1 week ago
When two of your triggers occur at the same time, you get to put them on the stack in the order you wish. Each resolves separately. You would want to do this to get the result you want:
This is going to happen in the latter part of the Declare Attackers step during your Combat Phase, incidentally. You'll get a round of priority before each trigger resolves when you can activate Kessig Wolf Run (or cast Giant Growth or whatever else). Thus, you will pass priority on the first trigger and the stack becomes...
(bottom of the stack) -> Mage Slayer Trigger
And you have the Ventmaw mana in your pool. You'll activate the land so with your mana so...
Which you will allow to resolve, then allow the Mage Slayer trigger to resolve.
Remember your opponents are also passing priority for each of these, so they could potentially Time Stop or whatever else when they see what is happening as ever.
1 week ago
So I have a Gruul deck that I've been testing out in the playtest, I ended up with the following in my boardstate (Minus lands and Elvish Mystic):
Now, I should mention that Bor had already attacked before and Trample went through (Playtesting against a deck I have in person). So, Bor had a +1/+1 counter on him, making him a 7/8.
As I said, Ulrich gave him +4/+4, turning him into an 11/12.
Now I go to attack, and this is where my question arises.
When I declare both Ventmaw and Bor as attackers, I am triggering two abilities: Gaining 6 mana and dealing non-combat damage.
Am I allowed to effectively "pause" this, and use the six mana from Ventmaw to tap my untapped Kessig Wolf Run for 4RG (Using the six mana from Ventmaw), so that I can turn Bor into a 15/12, thereby allowing Mage Slayer to dish out 15 damage? Or was the 11 already set in stone once he attacked, but I can still pump him up for the Trample before damage resolves?