Creature — Beast
Bloodrush G, Discard Slaughterhorn: Target attacking creature gets +3/+2 until end of turn.
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2 months ago
Not to be rude, but this is a weak Werewolves deck. The primary issue is your choice of Werewolves. They are many much stronger Werewolves to run. Here's what I suggest:
Instigator Gang Flip--This guy should be at the top of your curve, being 4 CMC, but he is well worth it. 2/3 with static battle cry that flips into a 5/5 trample with triple static battle cry. (I notice him and Mayor are SB. Why? They should definitely be MB, being stronger than most of your MB WWs.)
Immerwolf--A 3-mana 2/2 intimidate lord for all your creatures that stops nightside WWs from flipping back. This is a real punisher with Vildin-Pack Alpha Flip: all your WWs come in flipped and don't flip back.
Moonlight Hunt--The best spot removal you could ever put in your deck. As long as you have enough creatures (doesn't care dayside or nightside), this will kill anything your opponent has that's not hexproof or indestructible.
What I would recommend taking out:
Huntmaster of the Fells Flip--Don't get me wrong, Huntmaster is good. But the best strategy with him is something that flips him every turn. With you, best strategy is to get WWs on the field, flip 'em and keep 'em flipped. If you really want, you can still run him, but after he flips, he's just a 4/4 with trample that can be buffed by your lords--pretty good, but he takes up room that other cards could.
Rubblebelt Maaka, Slaughterhorn, and Wasteland Viper--Bloodrush is certainly good and it plays well with the deck, but Ghor-Clan Rampager is the only one good enough to see play here (who should be a 3- or 4-of btw). If you lose all your WWs and have to play these guys, you lost a lot of potency, since your lords don't buff any of these creatures. Wasteland Viper is maybe the only other one that could maybe also see play, but SB please. He only comes in against decks that somehow produce bigger creatures than you.
Hanweir Battlements--Not worth paying the two extra mana for a deck that should already be very fast. It's not horrible I guess. If you want to play it, I would say keep it at 1-of only.
Blood Moon--This doesn't help your strategy (even your combat tricks are WW-themed!) and should therefore only be SB.
Garruk Relentless Flip--He doesn't really do anything for you except make Wolves, which you have Arlinn Kord Flip for. He's not horrible, you'd probably just rather run more WWs, another Arlinn, or Domri Rade MB.
As far as your SB goes, I would recommend:
Blood Moon--Previous comments have explained why this card wrecks face in Modern. Gotta be careful with this though--you have a lot of nonbasics yourself.
Silverfur Partisan--He is good. However, you don't use a ton of spells yourself, so you'd rather side him against Control decks with a lot of spot removal--they either kill him first, or if they try to deal with your threats, you at least get an army of buffable tokens.
Witchstalker--I don't know Modern meta that well, but this guy is a 3/3 hexproof that is buffable by your lords and punishes opponents for instant-speed shenanigans.
The rest are ideas based on color hate:
And Savage Summoning is pretty good too.
Sorry, I'm not trying to put you down, I'm just trying to help you improve your deck to a competitive level. I hope this was helpful and not hurtful. :)
4 months ago
Now I'm not exactly a werewolves master, but he's right about the aether vial. You'll need to make sure your most important creatures are around the same casting cost so you can drop a bunch of humans and have them transform that same turn. Casting Collected Company during your opponent's turn also has a similar effect of allowing you to not cast creature during your turn.
But what about spells? Well, I'd say you should tap into bloodrush. It's an aggressive ability you play from your hand by discarding a creature that ACTS like a spell, but it isn't one. Ghor-Clan Rampager, Slaughterhorn, Rubblebelt Maaka and Wasteland Viper have the most mana effecient bloorush effects. In a pinch, some of them can still be played as decent creatures. Make a judgement call on this one though, you have to be playing aggressive if you intend to use this ability since it only works when you attack. If your deck is methodical it won't help much.
7 months ago
Maybe Slaughterhorn instead of Giant Growth? That way you can use it as a blocker in a pinch...
8 months ago
First I'd like to point out that Brawn isn't modern legal. Whoops.
What's your budget on this deck? How much are you willing to spend on it? I'll assume for now you're keeping it cheap.
Graveyard strategies are pretty in right now. You could pull in some cheap and powerful delve cards like Gurmag Angler, Become Immense, Tasigur, the Golden Fang, andTombstalker. (note, tsaigur costs a few dollars) Though if you'd rather keep your creatures IN the graveyard, you have some other options
Maybe think about Wasteland Viper, which gives you some early game presence, while in mid-late game bloodrush acts like a spell and it puts another creature in your graveyard.Slaughterhorn is another bloodrush card to think about.
Or how about creatures who give benefits for discarding, allowing you to chuck creatures out of your hand? Heir of Falkenrath Flip and Lotleth Troll can do that for you, becoming decently powerful for their mana cost.
9 months ago
10 months ago
So I've had an idea for a deck like this before;T1: the elf.T2: Might of Old Krosa + Assault Strobe = win if unblocked/removed.or T2: Brute Force/Giant Growth/Slaughterhorn + Mutagenic Growth + Assault StrobeorT2: 2x Mutagenic Growth + Assault Strobe
all of this is assuming you hit your 2nd land turn two and have Stomping grounds to play with. but either combos works for "all-in-fect".
11 months ago
Bloodrush is an activated ability that you activate for cards in your hand. It doesn't work if the source card is on the battlefield, and it doesn't involve sacrifice.
Wild Beastmaster has a triggered ability that triggers when Wild Beastmaster attacks. The ability will be put onto the stack after attackers are declared and before players can do anything else. You can respond to this ability by activating your Slaughterhorn's bloodrush ability. If you do, then Wild Beastmaster's ability will see the buff when it checks Wild Beastmaster's power.
If you allow Wild Beastmaster's ability to resolve first, then activating bloodrush later won't affect the buff it gave to your other creatures.
11 months ago
The Bloodrush ability on Slaughterhorn says I must target an attacking creature. So let's say I declare attackers which includes Wild Beastmaster, and then I pay the cost and sacrifice Slaughterhorn. Which cards ability resolves first?