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The problem (I have) with werewolves in general is that they rely on the unpredictability factor (which is never a good thing) when compared to other tribal aggro decks. Here's a handful of scenarios I have ran into multiple times while testing this decks against some of the Modern staples:
1) You never get to flip your humans normally because Modern format is fast and spells will always be cast on an opponents turn.
2) When starting to build your werewolf army, your creatures rarely ever survive long enough because, again, Modern is a fast format and removal is plenty there. Lack of removal cripples their survival chances severely.
3) Werewolf decks rely on the all-out alpha strike strategy, do or die, if you will. You need to gather a bunch of them, flip them, and hopefully have them unflipped for at lest another turn to win. Basically you need to have 3 land, a T1 and T2 your 1 drops, Mayor in your hand, a Moonmist AND an Immerwolf to pull this off. Not an easy feet to accomplish, seeying how you have many 3-4 drops, that again will be removed asap as they hit the field unflipped. A normal Modern aggro decks usually wins by turn 4-5, this decks needs at least 4 turns to set itself up and another 2 to actually win, which rarely happens.
4) You can't cast two spells in a turn without flipping your werewolves back without Immerwolf, or another Moonmist (which again drains mana you could be using on summoning more creatures). Aggro decks needs to throw creatures out per round.
5) Control and combo decks will be your bane, you will hardly ever race them before they win. Sad, but true.
For casual, kitchen magic this deck is pretty fun. Winning with werewolves aggro in Modern will be very tough. I can't stop you from doing so, but here are a few pointers (that will make me sound like a broken record) to improve the deck:
1) Up those color lands, you need 4 Karplusan Forest to keep it bugetary. Investing into Stomping Ground and(/or) Wooded Foothills is a necessity if you want to race for damage. Those cost big money... is it worth the money? Up for you to decide. Also 1-2 Kessig Wolf Run ?
2) Drop Grizzled Outcasts Flip , Villagers of Estwald Flip , Mondronen Shaman Flip and Daybreak Ranger Flip . They contribute nothing to the overall strategy, will be dead draws in the first few turns and you won't see the light of day before they hit the field.
6) Consider some sort of protection Giant Growth , Vines of Vastwood or Might of Old Krosa , they dodge Lightning Bolts! and their ilk while also boosting your creatures for some added damage. Autumn's Veil can work some charm against control, not many options left in those colors. Witchstalker is also something to consider if your meta is heavy on black and control.
Hope this helps
I don't believe Sheltering Word is that necessary considering I can pull back the vast majority of my creatures with Return to the Ranks or simply throw out more. If I did take something similar, I might consider Ranger's Guile , Gods Willing or Vines of Vastwood . And while Door of Destinies is a good card, I don't really value it over Coat of Arms or Beastmaster Ascension .
A little bit of play has already proven my instincts correct in not caring for Naya Charm , so that will be coming out immediately. White Sun's Zenith is indeed also incredibly hit or miss. I will likely switch it in on my friends every so often for the fun of it, but I'm going to take it out of the actual decklist. Ajani, Caller of the Pride can take over for it in a more realistic and helpful fashion, albeit slower and more situational. Your Ajani advice may have some merit. I am going to keep the Callers for now, but Ajani Goldmane is going to get pulled. Coat of Arms will also remain because I want more time with the deck to see how helpful it really is in comparison to Beastmaster Ascension.
With all of that being pulled, I am going to add in a combination of Lightning Bolt , Boros Charm and Path to Exile soon. It turns out they simply fit too well with a deck like this for me to ignore them. I still don't play extremely competitively, but they make the deck a lot quicker and scarier and I like that (and we can all consider that cat themed anyway, right?).
You are good against aggro matches. Athreos, God of Passage allows you to have massive amounts of fuel to outlast your opponent. Though you lack decent turn one plays. I would actually say either Path to Exile main or Lightning Bolt main. Then, Spark Elemental .
Midrange is a pretty decent match up AS LONG AS you get Immortal Servitude or Hell's Thunder out with Athreos, God of Passage . Otherwise the opponent will use their Tarmogoyf s and other really powerful creatures to block the hell out of your guys, and utilize their removal against you. (You have a particular weakness against Death's Shadow builds because you know, A) 10/10 swinging at you because you have no blockers, and B) Phyrexian Unlife makes the deck last just that much longer to kill you).
Combo is a 2/3 chance against you. If the game winning combo is creature based, you can use your removal against them to stop them from getting anywhere. Any other forms of combo destroys you. Now on the other hand, the different forms of combo make the 2/3 fraction. Combo control obliterates this deck. You just aren't fast enough and don't have enough removal to stop them. Power combo destroys this deck as well, I'm talking things like Affinity, tron and my Kor Legions deck. The creatures are just too strong for you to even get any damage through them. Regular combo however, doesn't have much in the lines of defense and just tries to get out its combo as fast as possible, you have a chance against them because of your removal and powerful creatures.
This is the breakdown style for your deck, hope this helps.
Y U NO Lightning Bolt ?????????
The problem this deck has against control match-ups, is that all they have to do, is counter your Athreos, God of Passage and Immortal Servitude and they win. As Lightning Bolt s, Path to Exile s and various other forms of removal will deal with all of your creatures. control really kills you, as not only do they house tonnes of removal and counterspells, but their manlands can prevent your creatures from getting through.
I don't know if this is an error or not, but you have this deck listed as a standard deck, and it's mostly standard but Lightning Bolt and Dragon Fodder aren't currently legal in standard. If you did want to make this a completely standard deck, I'd suggest taking out Lightning Bolt for Magma Jet or Stoke the Flames and replacing Dragon Fodder with Hordeling Outburst
Generally decks like this just fold to aggro and there's nothing you can do. You can try sideboarding Dispel (no more Lightning Bolt or Lightning Helix ) and Vapor Snag (no more Goblin Guide ). However Vapor Snag isn't that great because goblin guide has haste.
Because you have so many colourless lands you really want to find colourless spells that limit aggro.
|0.14 TIX||0.35 TIX|
|Avg. draft pick||3.02|
|Avg. cube pick||3.61|
|Commander / EDH||Legal|
|Premium Deck Series: Fire and Lightning||Common|
|2011 Core Set||Common|
|2010 Core Set||Common|
|Masters Edition||magic online on|
|Limited Edition Beta||Common|
|Limited Edition Alpha||Common|
|Promo set for Gatherer||Common|