Kruin Outlaw

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Terror of Kruin Pass

Legality

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

Printings View all

Set Rarity
Innistrad (ISD) Rare

Combos Browse all

Kruin Outlaw

Creature — Human Rogue Werewolf

First strike

At the beginning of each upkeep, if no spells were cast last turn, transform Kruin Outlaw.

Kruin Outlaw Discussion

Akromathia on Werewolves are Cool

4 months ago

OK, let us see…

Land creature ratio:

  • Try 22 Lands instead of 20 (trust me on this).
  • 25 – 26 creatures are just fine.
  • 12 – 13 spells.
Note: These numbers are not written in stone, you can add more creatures, but usually you should not go under 24, for this deck strongly relies on critical creature mass. I tried to run a similar deck with 18 – 20 lands, and it did not work very well. 24 were just too much, so I went to 23 and 22 and found that there was not much difference so I kept 22.

Lands:

Creatures:

  • Daybreak Ranger  Flip good card, but usually better as sideboard, whenever you face tons of flyers or when in need for extra removal. I would replace the whole set with Duskwatch Recruiter  Flip, faster, cheaper (in both mana and dollars) and helps a lot to keep your hand and board full of wolves. Another budget replacement, could be Gatstaf Shepherd  Flip, same cmc, goes for like 20 cents the copy and has intimidate.
  • Geier Reach Bandit  Flip another pretty good card, but I would just main 2 copies, more than that is usually not great, and this opens space to great finishers like Kruin Outlaw  Flip.
  • You have a ton of “Lord Effects”, so Reckless Waif  Flip might be a good addition, since she has better body than Village Messenger  Flip. Maybe tun a mix of both? Also could replace some Bandits to make the deck more aggro.
  • Now about Silverfur Partisan . Most people think that you need a bunch of instants to cast on it yourself to justify its inclusion. WRONG! Even though that is a way to make it work, and even thought there a couple of cool combos with Zada, Hedron Grinder , it is not its main role. While in play, the partisan gives you a wolf for EVERY TARGETED WOLF OR WEREWOLF, which means that for every removal spell they cast on your creatures, you get a free replacement, which is great against some heavy removal decks. Remember that Werewolves have 3 main weak points, fliers, removal and mass removal. A great side board card.

Spells:

Hope this helps! Be kind and have fun.

droslag on There's a Full Moon Tonight

5 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:

Instigator Gang  Flip

Reckless Waif  Flip

Full Moon's Rise

Mayor of Avabruck  Flip

Huntmaster of the Fells  Flip

Immerwolf

Garruk Relentless  Flip

Kruin Outlaw  Flip

other cards

Rancor

Domri Rade

Kessig Wolf Run

Rabid_Wyvern on Dæmons of the Pack

9 months ago

Thanks, I'm thinking of adding a few cards such as Kruin Outlaw  Flip, Breakneck Rider  Flip, Kessig Forgemaster  Flip etc. I'll definitely buff the amount of basic lands to about 14/15 each and get rid of that extra Timber Gorge. I'm not really thinking of making it a ramp deck although many decks are. Thanks for the advice. :)

Gkandolo117 on Fangor Werewolf Aggro

1 year ago

i wonder if Geier Reach Bandit  Flip would be a good alternative to Kruin Outlaw  Flip ?

MythicMeadow on Acadian Call of the Wild

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.

MythicMeadow on The Awakening of the Lycans

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 don't have much else to cast. If you want to be more agressive early on I would 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. When I wanted to regenerate my wolves they would lose their +1/+0 and trample buff, often resulting with me dealing much less damage than I wanted. And because you play with Instigator Gang  Flip, losing trample would not be very beneficial. By instead flashing in Howlpack Resurgence on their turn I can flip some werewolves on their upkeep. And because the same player has to cast two spells for the wolves to flip back, this would only matters if you cast another spell on their turn or if they cast two or more spells. A big bonus from this enchantment is that our 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 our board presence, but it also could be troublesome if most of our werewolves are dead. Because it has a rather high mana cost we could instead use Duskwatch Recruiter  Flip for a repeatable effect, which can also be used on our opponents turn and it does not count as a spell.

Caerwyn on Wolves & Werewolves

1 year ago

I've fiddled around with werewolves in the past, since I love interesting, unusual mechanics. I never was quite satisfied with it--I dislike playing aggro to begin with, and they just are a subpar creature type.

Moonmist and Immerwolf are auto-includes in any werewolf deck--you cannot afford to transform your werewolves by wasting a turn not counting spells, and an opponent hitting their second spell to transform your wolves is far too easy in the mid to late game.

Otherwise, I would focus on low converted mana cost werewolves. As with any aggro deck, your goal should be to flood the board as quickly as possible. Mayor of Avabruck  Flip, Reckless Waif  Flip, Village Messenger  Flip, Wolfbitten Captive  Flip, and Kruin Outlaw  Flip are all solid options. Your curve should top out at 4, with the bulk of your creatures in the 1-2 mana range. Your little creatures can quickly become big, game-winning ones, so you do not need to have expensive-to-cast bombs.

TheDuggernaught on Werewolves

1 year ago

This is a good start! Probably much better than any decks I made when I was a new player! With that being said, I do have a few suggestions. First, I just want to to make sure that you want this to be an aggro deck that aims to win on turn 4-5. I ask because you have a few pieces in here that might lean more towards a midrange strategy in Kessig Wolf Run, Mondronen Shaman  Flip, Asceticism, Moonlight Hunt, and Duskwatch Recruiter  Flip. None of these cards really make you win fast because they have high mana costs or have abilities that cost a fair bit of mana to activate. Which is fine if you want to adjust your deck to fit more of a midrange strategy. You even maybe play a fair number of werewolves that tap for mana so you can tap Kessig Wolf Run for pretty massive swings.

I do however think that an aggro shell works better for werewolves. Some cards I might suggest are:

Aether Vial: not cheap, but works super good with werewolves since putting them into play does not count as a cast.

Instigator Gang  Flip: A little higher on the cmc, but can win games. He can pump those werewolves pretty fast.

Ulrich of the Krallenhorde  Flip: More of a midrange beat stick. But still good enough to mention.

Breakneck Rider  Flip: Another lord-esque effect. The trample is super good.

Reckless Waif  Flip: Another low to the ground creature to put pressure on your opponent early.

Lambholt Elder  Flip: An engine that can give you a lot of card draw when you start to run out of gas. Can also block some of the more popular creatures you might find in modern.

Lambholt Pacifist  Flip: A creature with an above average body for its mana cost -- even in human form. It can attack even in its human form if you have a Mayor of Avabruck  Flip in play or any other similar effect.

Kruin Outlaw  Flip: Gives werewolves evasion.

Huntmaster of the Fells  Flip: Another card that is more meant for midrange, but it is very good at what it does. This actually sees some modern play in various competitive decks.

Village Ironsmith  Flip: fragile body, but the first strike can make it difficult to deal with for your opponent via combat.

Hinterland Logger  Flip: Another fragile body, but the power with trample can normally get a point or two of damage through.

Hermit of the Natterknolls  Flip: Maybe more of a sideboard card against control, but it can also give you a lot of card draw.

Gatstaf Shepherd  Flip: Average body in human form. The intimidate gives it a little bit of evasion.

Kessig Forgemaster  Flip: Maybe more of a sideboard card, but would not be terrible in the main. Its ability will kill almost any creature your opponent tries to chump block it with.

Convicted Killer  Flip There are better options (like lambholt pacifist), but its 4/4 body is worth noting.

Collected Company: Also not cheap. But if you haven't noticed, almost all of the cards I just listed are 3cmc or below. The instant speed also allows you to not cast anything on your turn to get the transforms, and then just cast it on your opponent's turn to grab 2 creatures form the top 6 cards of your deck.

Lightning Bolt: Might be hard pressed to find any red aggro deck without at least some of these.

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