|Commander / EDH||Legal|
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|Shadows over Innistrad (SOI)||Uncommon|
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Choose target creature you don't control. Each creature you control that's a Wolf or a Werewolf deals damage equal to its power to that creature.
Moonlight Hunt Discussion
1 week ago
Neat. It needs some cheaper or turn 1-2 creatures though. I'd try to swap in some of these:
- Young Wolf
- Cabal Therapist (Sacrifice outlet)
- Changeling Outcast (Unblockable "wolf")
- Beastcaller Savant (Mana ramp)
- Crashing Drawbridge (Haste)
Plus maybe some of these kind of effects to bump up the danger:
5 months ago
Moonlight Hunt is a fun fight card that I have found useful in my wolf decks.
5 months ago
I second Parallel Lives , some cards to consider imo would be Moonlight Hunt for removal and Beastmaster Ascension for pump. Howlpack Resurgence for trample Blossoming Defense for protection and Spirit of the Hunt for sideboard against red decks
6 months ago
Hey just looking over this a little, and I like your take on Tolsimir! I see a few things I might change around/suggestions for your build.
Could consider running the new Nature's Chant too if you wanted? I'm not sure about it myself yet.
You have a lot of creatures that might not be as cohesive as you might like? For example Juniper Order Ranger looks good on the surface but at 5 mana he is often going to be worse than, say the Cathars' Crusade you have that won't be as easy to destroy. Trostani, Selesnya's Voice is another example I think. I cut these two for other alternatives like say Second Harvest or Wilt-Leaf Liege (gives static +2/+2 to some things and has a discard effect).
Some VERY important cards I found were Righteous Aura (gives incredible defense without seeming threatening), Tamiyo's Journal (some great draw/tutor and is helped by doubling season), Sterling Grove (some much needed enchantment protection, as well as a tutor), and ESPECIALLY Aura Shards (AMAZING removal card. You always go plus with it)
Take a look at my build as well, I would love more feedback! Wolf Friends Unite! Tolsimir, Friend to Wolves
7 months ago
Akromathia you need 4 immerwolves, to keep them from flipping back. Id consider more copies of Moonmist because it flips everyone, and its a good combat trick.
- You want the human version to be not as weak so cards like
Flip are good to run 4 copies. Thats why
Flip is also good.
- Cheaper creatures is also amazing so I would run 4
Mayor of Avabruck
Flip gets out of control if you dont deal with him, as well as keep your humans alive before they transform.
Huntmaster of the Fells
Flip helps you keep the battle field so 4 of him is not bad also
Flip is an interesting card. I would run 1 or 2.
this card is run sometimes. I like it in the SB for when you have to deal with big creatures.
- IF you can afford it
Cavern of Souls
- your maybe board contains lots of spells. I love the want for burn but here is bad. You want to keep your cards flipped and you wont always have immerwolf sadly. Id pull out every spell that isn't bolt (simply its the best red removal). Keep Moonmist as well.
is a mainboard card and not great in this deck.
is a good card. Just think of the enchantments that hurt you. I don't forsee to many. Maybe only run 3. I say enchantments because there are better artifact hate cards.
- SB suggestions: Grafdigger's Cage is always good for grave hate for non-white decks. Pithing Needle can really help in some games. Blood Moon can win games, just be careful so you don't screw your self over. Choke if you really want to piss blue players off.
- Rhythm of the Wild might be a good replacement for your current enchantment.
7 months ago
Happy to see this format supported on the site.
In the spirit of the kitchen-table nature of the format, I went with one of my favorite archetypes from when I started playing: mono-green Wolf tribal! Arlinn, Voice of the Pack is the perfect planeswalker for this deck, and Moonlight Hunt is no slouch either. Help me figure out what I'm missing!
Also brewing a Vraska, Relic Seeker treasures deck. Good luck in the format everyone!
8 months ago
1 year ago
I guess the only issue with master of the wild is that you only have 2 of him, and he has to survive a whole turn before he can tap - meaning your opponent has ages to just killspell him and thus remain happy and safe. Also, masters ability is more of a fight mechanic whereby a bunch of your wolves might die in the process. Moonlight Hunt is one-sided damage so your wolves are safe.
I'm not suggesting dropping the master as he seems to do his job well. But i'm thinking maybe running a playset of Moonlight Hunt in additional will actually let you foil your opponents plans. Being only 2 mana, not hurting your wolves, and being hard for your opponent to avoid all help make this a decent green killspell. Relying only on the fight ability of your 4-drop creature sounds like a dangerous path to tread - it's unlikely to redeem you from any games where you're already behind.
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