Back:Werewolf of Ancient Hunger
|Commander / EDH||Legal|
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|Shadows over Innistrad (SOI)||Rare|
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Sage of Ancient Lore
Creature — Human Werewolf Shaman
Sage of Ancient Lore's power and toughness are each equal to the number of cards in your hand.
When Sage of Ancient Lore enters the battlefield, draw a card.
At the beginning of each upkeep, if no spells were cast last turn, transform Sage of Ancient Lore.
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|Have (26)||AlucardZain , TheRealPeaches , Dr_Jay , Epidilius , Riders_of_Brohan , dolphinsgrubb , mziter501 , Va1mar , Wolfebladeelite , saj0219 , itheoryz , Kleptozaniac , awalloftext , firemind12 , Swamy , Mortiferus_Rosa , bakeraj4 , orzhov_is_relatively_okay819 , RedSinR , Lindough , YossarianLives , frederiklw , zn.tportlock , thetechzombie , KB2187 , darthnuchi|
|Want (6)||kovellen , Moonling , snoopywashere , cybertop , Turtlelover73 , zn.tportlock|
Sage of Ancient Lore Discussion
3 weeks ago
This deck is split two ways that don't really compliment each other. You have the value-oriented Blue-Green goodstuff, a great place for Tishana, and also have some merfolk tribal cards tossed in, despite only having 20 merfolk, you have 15 cards that want you to have merfolk. I'd suggest switching your commander for Kumena, Tyrant of Orazca and add more merfolk instead of the equipment and non-merfolk creatures, and drop the +1/+1 counter theme with cards like Bioshift, or move into the Blue-Green Value list, drop the merfolk tribal, and all of the less-than-great merfolk, and run more mana dorks like Llanowar Elves, Fyndhorn Elves, Birds of Paradise, Arbor Elf, Boreal Druid, Elvish Mystic, etc. to quickly cast Tishana and refill your hand.
You could also just go +1/+1 counters, but that doesn't synergize heavily with your list, considering only two cards of your even can have +1/+1 counters, your commander and Prime Speaker Zegana.
Cards to drop no matter what really would be Bioshift, Mu Yanling, Quietus Spike, Levitation, Pause for Reflection, Cancel, Exclude, Sage of Ancient Lore Flip, Might of the Masses, Treasure Hunt, and Crashing Tide
For more countermagic, Arcane Denial is really good, as is Swan Song, more removal would be like Beast Within, Song of the Dryads, and Imprisoned in the Moon the last two of which can turn off commanders, because you are just enchanting them, but they aren't leaving anywhere. They also lose all other types and abilities as they turn into lands, so they are effectively useless.
4 months ago
Give Grothama lifelink and you gain 10 life for every fight! Really dumb if you give your stuff indestructible with something like Eldrazi Monument.
Perhaps even scarier is that Grothama bursts out of the ground on turn 5 as a 10/8. Just a little pump and he two shots anyone out of the game.
Some other silly tricks exist too, if you are interested check out my deck :) Yes I'm doing this mostly to plug my deck but I also think it is odd how little popularity something with so many ways to mess with the game has.
On that final note feel free to bring up your own commanders that you think should be more popular and some of the dirty tricks you can do with them.
8 months ago
I have in my Roon deck most of what solarbeam said together with.
Brago, King Eternal, Eldrazi Displacer, Galepowder Mage
Reclamation Sage, Duplicant, Solemn Simulacrum, Satyr Wayfinder, Thragtusk
Wall of Blossoms, Wall of Omens all of the best "enters the battlefield, draw a card".Scrivener, Mnemonic Wall
Ghostway, Eerie Interlude
Displace, Ghostly Flicker, Illusionist's StratagemVanish into Memory
Hallowed Moonlight, Containment Priest, Sundial of the InfiniteThran Dynamo, Worn Powerstone
Sage of Ancient Lore Flip has an "enters the battlefield" ability and packs quite a punch if transformed.
9 months ago
As you said before you really don't need all these creatures, but from my own experience I understand it can be kind of tough to find noncreature spells.
Other suggestions would be more ramp(was said before) and I think Garruk's Horde would be sweet.
9 months ago
What format is this deck for? If your plan is to build this deck for standard then you should know that all the cards in this deck except Tormenting Voice and to my surprise Oakenform have rotated out of the format. Honestly if you want to build a somewhat good werewolf deck I think your format is EDH where you can use Ulrich of the Krallenhorde Flip as your commander. It would probably not be great, but fun and flavorful.
Regardless of this there are some things you should do be doing to make this build better.
Cut your deck down to a 60 card mainboard and a 15 card sideboard this helps with consistency.
Second get your curve lower, cut down on 2-drops and add in some 1-drops to make your deck faster. Personally I would run 4x Wolfbitten Captive Flip and 4x Village Messenger Flip. Also Sage of Ancient Lore Flip is a bit awkward I don't really see it being worth the 5-mana. I would consider adding in Mondronen Shaman Flip and Ulrich of the Krallenhorde Flip. Really the best card for this deck is Huntmaster of the Fells Flip but it is quite expensive.
All around there is a lot of room for upgrades, but it seems like it would make a fun deck with a little overhaul. Happy brewing!
1 year ago
Sage of Ancient Lore has no backside in Playtest
1 year ago
1 year ago
Me and my girlfriend made a standard werewolf deck for her on Standard (now cycling out of it), so most I can give you are ideas.
I like Howlpack Resurgence over Full Moon's Rise since it has flash and you can pass turn without casting anything to transform your werewolves - you do lose the protection regenerate provides, though. Village Messenger is pretty agressive and is a pain to block when it flips. I don't like Sage of Ancient Lore Flip, and I think you could run some Scorned Villager Flip for some mana-ramps. I think Lambholt Pacifist is pretty strong by itself, but we did run 4 copies of the enchantment I mentioned and also 3 copies of Neglected Heirloom Flip - this weapon is nasty when it flips since it also gives first strike. Kessig Forgemaster Flip is also a pain to deal with since her damage text triggers before First Strike. Some other werewolves we used too are Hermit of the Natterknolls Flip for draw and Breakneck Rider Flip for another trample source. I also liked Pack Guardian because of the Flash text so you can pass turn without doing anything to transform other werewolves and dump unwanted lands to make wolf tokens. There's also some new Ixalan cards you could consider, such as Shaper's Sanctuary.
Whew that was a lot of cards, anyway, if you want more consistency, you should probably run fewer 4's and more 3's (i'd suggest around twelve 3 cmc cards), and maybe one more land (your average CMC is 2.76, I usually go 2X lands where X is the average CMC pointed out by tappedout, so in your case 22 or 23). I see you also run only 5 targeted removals (not considering the werewolves flip). I try to run between 8 to 12 removals so I can deal consistently with my opponent's board. You could just run 4 each (bolt and hunt) and maybe sideboard some more. Naturalize is a good one to sideboard and deal with non-creatures.
I'm not a pro, just play casual FNMs and casual games with friends, but that's how I try to build decks. I hope it helps.