|Have (21)||APPLE01DOJ , Comicalflop , XxCataclysmiCxX , ewills5089 , cerberus8317 , sleepy104 , Raistlin911822 , bearskin , thatguyjames , lucyfarrell , attak , Odothegreat , Deetoz , bloodrayne03 , Under9000 , MUTEDM1ND , Fatred , Timocalypse , ZombieCat , Braxlyon , twospires|
|Want (10)||vivforvivir , Darth_Pork , EthanGlover1 , Myogenesis , genuine139 , sjbarker , Sauron_ , ZombieCat , MASSACERINLLAMA , Fatred|
@Orbrunner: I've never tested Shadow of Doubt in this deck. I've dismissed it in the past because it generally isn't as good as a counterspell, but it cantrips, can hose fetches, and stops tutor combos. It might be worth a look.
@Teal_Fox: Magus of the Library sketches me out because of its cost. That's a little high for what's essentially a Llanowar Elves . The draw ability is good in theory, but if I have to choose between that and mana on a 2-drop frame, I don't know that I want to devote a slot to it.
Insidious Dreams is not a good idea. It's kind of viable in more casual decks, but it would get counterspelled immediately, and I can't afford to discard as a cost just to tutor to the top (and rely on Damia surviving).
@TheSpartanLemon: I had a feeling it would be good, but I still haven't touched this deck in months.
Your mana curve is way too high for your creatures. The earliest turn you can get a creature on the field is turn 4. Rethink this deck. Try adding in creatures that add more mana to your deck or help you use ot as efficiently as possible, for example Arbor Elf and Llanowar Elves
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
Am I correct to say Caravan Vigil plays off itself. Holding two in hand I use Ulvenwald Tracker or Daybreak Ranger Flip to kill something. Cast Vigil morbid land in untapped use it to cast the next one and so forth providing them in hand.
You need some more ramp than Elvish Mystic , maybe some more green dorks, like Llanowar Elves or Fyndhorn Elves . For some more red maybe add Radha, Heir to Keld , or Birds of Paradise . If you don't want creatures, maybe some Farseek s or Cultivate s to allow for a faster aggro.
I think she's playable. She can repeatably make Llanowar Elves , which is great in a token/ ramp deck. Plus in a Mono-G EDH deck I don't think it's unreasonable to T3 Freyalise and start getting more mana for more dudes.
|0.03 TIX||0.12 TIX|
|Power / Toughness||1/1|
|Avg. draft pick||5.29|
|Avg. cube pick||9.25|
|Commander / EDH||Legal|
|2012 Core Set||Common|
|2011 Core Set||Common|
|2010 Core Set||Common|
|Duel Decks: Elves vs. Goblins||Common|
|Battle Royale Box Set||Common|
|Classic Sixth Edition||Common|
|Limited Edition Beta||Common|
|Limited Edition Alpha||Common|
|Promo set for Gatherer||Rare|