Lambholt Elder

Back:

Silverpelt Werewolf

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
Dark Ascension (DKA) Uncommon

Combos Browse all

Lambholt Elder

Creature — Human Werewolf

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

Lambholt Elder Discussion

quadmiller7 on Werewolves

8 months ago

+2 Arlinn Kord  Flip @ 2.45 = 4.90

-2 Lambholt Elder  Flip

theETG on Cosmic Wolves

11 months ago

This looks like a really good first draft! There are a few suggestions I'd like to make.

First, I'm not sure if Riku is the best commander for this deck. He'll make tokens for all of your creatures, but none of those tokens will get to transform. That having been said, you do have a few cards, like Parallel Evolution and Parallel Lives that play well with him. But I think removing the token theme altogether will give you a more streamlined deck. Although you should always run Rite of Replication, imo. In the spirit of keeping with your Blue/Green/Red colors, I'd recommend Surrak Dragonclaw. It's most likely you'll want to win games by getting in with creature damage, and giving everything Trample is a great way to make sure you'll be able to connect your swings. Protecting your creatures from counterspells is a nice little bonus.

I also think you're running too many lands. You should probably only have between 38-42. If you're worried about mana problems, run a few ramp spells, like Cultivate and Explosive Vegetation.

Werewolves are a small tribe, and don't get as much love as other tribes, but there are a few cards that you could add still. Lambholt Elder  Flip, Afflicted Deserter  Flip, Scorned Villager  Flip, Wolfbitten Captive  Flip, and Kessig Forgemaster  Flip would all make welcome (not to mention inexpensive) additions. Since you're running Blue, you could also justify putting in a few more clone creatures like Altered Ego. Check out Phantasmal Image, Quicksilver Gargantuan, and, of course, Clone. There are a number of these kinds of creatures you could include if you're willing to look into them. The best part? If they enter as a copy of a transformed werewolf, if something would cause them to flip back to human, they remain in wolf form instead! Also, consider Alpha Brawl. It's very on theme, and, more importantly, it's really funny.

I'd also recommend adding some answers to your opponent's threats to your deck. You have a couple of ways of dealing with creatures, but against artifacts, token armies, and decks that rely on fliers, you might have a hard time. Check out Ancient Grudge, Vandalblast, Beast Within, Cyclonic Rift, and Blasphemous Act as potential answers, or consider other options you might have.

Also, this is just a footnote, but I'm not quite sure what Bonus Round does for your deck? It only interacts with seven other cards in your current decklist, and of those, only three are really worth spending the extra mana on. I think it's an easy cut.

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.

Funkydiscogod on

2 years ago

Here's an idea: since the opponent will be low on land, it's likely they won't cast any spells, and if they do, it's unlikely they'll cast two or more. So, I present you with this idea: werewolves.

Werewolves as a tribe are undercosted for their effects, when they transform, and I think blowing up their lands will make sure they transform.

Lambholt Elder  Flip for fueling more destruction.Daybreak Ranger  Flip for repeatable removal (especially of opponents' Birds of Paradise or Beast Tokens). Sage of Ancient Lore  Flip, because the opponent's hand is likely crammed full of cards they don't have the land to cast.

Goatface on Human-Werewolf Tribal EDH

2 years ago

DanteBeleren I do definitely want to stick with the (were)wolf theme, as setting up a situation where my opponents really don't want to play any spells, and I'm content to just smash them with werewolves, or Helix Pinnacle as much as I like.

If I'm narrowing down what wolves I really want, then I suppose I have:

Aggressiveness: Wolfbitten Captive  Flip, Reckless Waif  Flip, Village Messenger  Flip, and Kessig Prowler  Flip

Spell Punishment: Mondronen Shaman  Flip, Hermit of the Natterknolls  Flip, (which combos nicely with Lambholt Elder  Flip and Sage of Ancient Lore  Flip)

Synergy stuff: Immerwolf, Mayor of Avabruck  Flip, Instigator Gang  Flip, Kruin Outlaw  Flip, Geier Reach Bandit  Flip, and Spirit of the Hunt, Silverfur Partisan

Utility: Duskwatch Recruiter  Flip, Daybreak Ranger  Flip, Huntmaster of the Fells  Flip, Scorned Villager  Flip.

Also Wolfir Silverheart because an 8/8 and at the least a 5/5 for 5 mana seems pretty great.

I think those are the wolves that I really like, and I think they'll work well together, along with some other stuff. Ulrich isn't on that list because he's gonna be the commander.

This is ending abruptly now because I need to go sleep.

DanteBeleren on Human-Werewolf Tribal EDH

2 years ago

That really depends on how you wanna play the deck. Typically when I go for theme decks, I focus on the creatures being in that theme and cutting the rest. Relaying on the rest of your deck to support your theme (good or bad) isn't the worst thing to do. Since you're playing Gruul I would go for 25-30 creatures (including general) with 32-35 lands depending on how much ramp/rocks you end up running. Of your creatures, if you end up going with 30, try for ~25-5 (were)wolf-support average.

Something I always want to make sure people understand, this is you deck. If you disagree with any suggestions, and/or feel a card is terrible or fully deserves to be in the deck, by all means do as you see fit.

Personally I would go with the following creature base:

  • Eternal Witness
  • Nylea, God of the Hunt
  • Purphoros, God of the Forge
  • Xenagos, God of Revels
  • Stonebrow, Krosan Hero: This was my original WW general before Shadows over Innestrad came out, so more sentiment than anything lol
  • Indexxical on Howls in the Night (Mono-Green Werewolves)

    3 years ago

    I'd say the Scorned Villager  Flip could go. You may also like Lambholt Elder  Flip, Lambholt Pacifist  Flip or Gatstaf Shepherd  Flip in place of the Villagers of Estwald  Flip.

    I personally like the Lambholt Pacifist  Flip since she's cheap on the mana cost and does great things when combined with Mayor of Avabruck  Flip. You may also like Prey Upon since it's a 2 drop spell

    Load more

    No data for this card yet.