|Commander / EDH||Legal|
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|Shadows over Innistrad (SOI)||Uncommon|
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Creature — Human Shaman Werewolf
Lambholt Pacifist can't attack unless you control a creature with power 4 or greater.
At the beginning of each upkeep, if no spells were cast last turn, transform Lambholt Pacifist.
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Lambholt Pacifist Discussion
6 months ago
9 months ago
I'm not a huge 60 card constructed player, so I don't know how valuable my advice is, but here are my thoughts:
The double splash is going to be hard on your combo. When you want to combo out you need as few pieces as possible, as consistently as possible. I would consider cutting Feat of Resistance for something like Enter the Unknown. While it's only a Sorcery, it lets you get to Zada quicker, combos with Zada and Silverfur, and can perma-pump creatures. I would probably cut at least 2 of the Lambholt Pacifist Flip if not all of them. Your turn ones are going to be slow cause all your CMC 1 cards are target instants or sorceries, I think this is making your mana curve look deceptively low. You really aren't doing anything till turn two. I would consider Kessig Prowler Flip or Wolfbitten Captive Flip to replace the Lambholt Pacifist Flip, it gives you a turn one creature, which makes a turn two cryptolith better, gives you an early target for your pump spells, and both scale if you end up mana flooded late game.
You might also want to consider Vines of Vastwood. It can provide good protection and pump in a pinch.
11 months ago
I've played 31 matches so far in RIX Standard (all pick-up games ... no real tournament play yet), and though Merfolk Branchwalker is all over (I've seen it in BG Counters, RG Midrange, and Sultai Goodstuff), I've seen exactly ZERO Merfolk decks.
Merfolk very much remind me of Werewolves, when they were in Standard. Lambholt Pacifist Flip was a key part of Bant Humans and GW Tokens, and Duskwatch Recruiter Flip was a key part of Bant CoCo. But an actual Werewolf deck? Not so much ...
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.
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.
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.
1 year ago
Though I'd becarefull with the red werewolves though, their effects tend to make you want to play more cards, and prevent them from transforming.
Some other cards to consider:
Duskwatch Recruiter- A standard werewolf include.
Spirit of the Hunt- Provides some extra defense to your wolves and werewolves.
1 year ago
Thanks for reaching out on MTGO the other day! Also, sorry I never replied to your note of 9/23! I ended up running a "classic" wolves deck rather than Zadafur, and it went really well ... we had a tiny group, so we were much more playing for fun than for competitiveness. But I made a bunch of iconic plays (flipping Village Messenger Flip and Neglected Heirloom Flip, beating face with Lambholt Pacifist Flip, Ulrich, Uncontested Alpha Flip fight club, etc), and had a blast!
Finally, very sorry but I've been focusing on Modern lately, so haven't really played Standard in two seasons now ... I'm afraid any thoughts I might give you on your decks could do more harm than good! You'll frankly do much better just posting in the Standard Deck Help forum :-)
1 year ago
Me and my girlfriend made a standard werewolf deck for her on Standard (now cycling out of it), so most I can give you are ideas.
I like Howlpack Resurgence over Full Moon's Rise since it has flash and you can pass turn without casting anything to transform your werewolves - you do lose the protection regenerate provides, though. Village Messenger is pretty agressive and is a pain to block when it flips. I don't like Sage of Ancient Lore Flip, and I think you could run some Scorned Villager Flip for some mana-ramps. I think Lambholt Pacifist is pretty strong by itself, but we did run 4 copies of the enchantment I mentioned and also 3 copies of Neglected Heirloom Flip - this weapon is nasty when it flips since it also gives first strike. Kessig Forgemaster Flip is also a pain to deal with since her damage text triggers before First Strike. Some other werewolves we used too are Hermit of the Natterknolls Flip for draw and Breakneck Rider Flip for another trample source. I also liked Pack Guardian because of the Flash text so you can pass turn without doing anything to transform other werewolves and dump unwanted lands to make wolf tokens. There's also some new Ixalan cards you could consider, such as Shaper's Sanctuary.
Whew that was a lot of cards, anyway, if you want more consistency, you should probably run fewer 4's and more 3's (i'd suggest around twelve 3 cmc cards), and maybe one more land (your average CMC is 2.76, I usually go 2X lands where X is the average CMC pointed out by tappedout, so in your case 22 or 23). I see you also run only 5 targeted removals (not considering the werewolves flip). I try to run between 8 to 12 removals so I can deal consistently with my opponent's board. You could just run 4 each (bolt and hunt) and maybe sideboard some more. Naturalize is a good one to sideboard and deal with non-creatures.
I'm not a pro, just play casual FNMs and casual games with friends, but that's how I try to build decks. I hope it helps.
1 year ago
Well, the Wolves and I had an absolute blast last night! Especially because we were able to make a TON of iconic plays ...
- Village Messenger Flip + Neglected Heirloom Flip → 5/5 Menace First Striker on Turn 3 upkeep
- Ulrich Fight Club Flip
- Flashing in multiple Howlpack Resurgence
- Lambholt Pacifist Flip sitting there like a big Stop sign while Lambholt Butcher Flip generally tore up the table
- And more!
Farewell Wolves ... for now!