|Commander / EDH||Legal|
Printings View all
|Shadows over Innistrad (SOI)||Uncommon|
Combos Browse all
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.
|Want (15)||Moonling , cybertop , SilvanSage , T , king0fclubs , Swagrajag , snowmaster55555atgmaildotcom , eblisbey , Xavierlights , 7YR43L , Rabid_Wyvern , rayzoredge , Keno , moonknights01 , Turtlelover73|
Moonlight Hunt Discussion
4 months 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.
4 months ago
Consider some Moonlight Hunt to deal with threats your opponent plays (otherwise it’s just a race).
Moonmist might also be worth a thought. Although you don’t benefit from the transform nonsense, it does protect your doggos while also potentially putting your opponent in a strange situation mid-attack/block. Feels better than Privileged Position.
5 months ago
werewolves are a deck i have a lot of experience with, so allow me to give you some tips.
for the most part, aura's aren't that good except on hexproof creatures. if your opponent destroys your enchanted creature, they essentially just "2 for 1'd" you. meaning they used 1 of their cards, to destroy 2 of yours.
Geier Reach Bandit Flip, once flipped, makes all your other werewolves transform immediately. this can give you the effect of both sides of Huntmaster of the Fells Flip as soon as he enters play. Waxing Moon also forces a flip.
i know you said you wanted the deck to stay under $30, but Aether Vial can let you put creatures into play without casting them.
"bloodrush" abilities, such as Ghor-Clan Rampager, do not count as casting a spell. you can use this ability to pump up the human side of a werewolf while its attacking, then pass turn and it will still flip. the fact that they are also creatures you can play if your werewolves get destroyed is a nice bonus.
6 months ago
6 months ago
Just at a first glance (without goldfishing) I have a feeling Lightning Bolts would be better than Moonlight Hunt, unless you want them for flavor reasons which is respectable. I think Young Wolf is a great card and might be a 4 of. I've been tinkering with EDH (were)wolves for a while I might mess around with them in modern as well. +1
9 months ago
need to add:
1x Waxing Moon
9 months ago
Blasphemous Act is easily the beast board wipe available to you.
11 months ago
In a best case situation, a Cream of the Crop trigger lets us set up removal such as Lightning Bolt, Destructive Revelry or Moonlight Hunt. Then, Smuggler's Copter attacks along with our creatures, and draws us the removal to be used before the Assign Blockers step.
In the worst case scenario, CoTC shows us nothing but lands, then Smuggler's Copter allows us to clear out a dead draw. Remember, CoTC triggers on undying too. Blocking with Young Wolf allows us to manipulate the top of our deck. It's not just about drawing cards. It about drawing the right cards.
I think you're ultimately correct in the sideboarding of Destructive Revelry. In my local meta artifacts and enchantments are used very frequently.
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