Creature — Wolf
Hexproof (This creature can't be targeted by spells or abilities your opponents control.)
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Sacred Wolf Discussion
2 weeks ago
So, you're looking at wolves and werwolves?
The deck you'be built is remarkably better than my first builds (some poorly planned five colour changeling giant funstuff decks that never worked well)- you've got a fairly strong set of creatures, with the exception of Guardians of Meletis which is crippled by its inability to attack (but walls sometimes have their place too). The mana curve looks good, but I've never been sold on casting Tamiyo's Journal or Equestrian Skill- both cost too much mana for what they do, I'd rather cast a set of Hunter's Insight Heartwood Storyteller or Warriors' Lesson to get the same sort of damage and the same draw power.
There are a few 'wolves matter' cards you should take a look at for casual play, which could form the backbone of a fun, mono green wolf midrange tribal- Raised by Wolves, Wolfbriar Elemental backed by Howlpack Resurgence and some Young Wolf, Sacred Wolf and Witchstalker to round things out.
There is also the werewolf tribal decks that use cards like Full Moon's Rise Immerwolf and Huntmaster of the Fells Flip, although due to the success of that last in the competitive scene, the price might be a bit much. You can look at the mono green stompy decks that are falling into fashion at the moment, based around cards like Aspect of Hydra Leatherback Baloth and Predator Ooze to decide if you want to go that route.
Next up manabaase, and manadorks, your honored Heirach alternatives. Noble Hierarch is crazy expensive. Birds of Paradise and Sylvan Caryatid less so, but for mono green or white/black build you have the awesome alternatives of Arbor Elf Llanowar Elves Elvish Mystic Elves of Deep Shadow and Avacyn's Pilgrim. These let you play high-mana cards a turn, or more earlier, or soak up removal that could be hitting more important stuff. Other sources of acceleration are cards like Rampant Growth, Overgrowth and Fertile Ground which improve you lands, and can be comboes with land untaps.When you're playing multicolour you should ask yourself 'what colours do I need on what turns?' and 'How many lands can I afford to draw and still have cards to win'. This is usually prety simple with green acceleration decks, as you have access to cards like Cultivate to put the right number of the right colour lands into your hand. so you'll want to run mostly forests, with some of the other colour you'll want to splash.Most 60 card decks will run 18 lands for a deck casting mostly 1 cost cards, and 23-24 for more expensive 4-5 cost cards, with some other tricks (drawing cards or searching lands) to get themselves to 5-6 drops.
Most competitive decks run fetchlands like Wooded Foothills to search for cards like Overgrown Tomb, which costs life but guarantees you the lands you need to cast your spells. This can get expensive, and is only advised if you are looking to play in tournaments. The modern metagame is pretty intense and complex.
In terms of the
5 months ago
These are only suggestions. I enjoy viewing tribe decks and personally love wolves! I think these cards will help improve the balance of the deck.