Solitary Hunter


One of the Pack


Format Legality
Tiny Leaders Legal
1v1 Commander Legal
Custom Legal
Magic Duels Legal
Heirloom Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Block Constructed Legal
Casual Legal
Pauper EDH Legal
Leviathan Legal
Legacy Legal
Frontier Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Shadows over Innistrad (SOI) Common

Combos Browse all

Solitary Hunter

Creature — Human Werewolf Shaman

At the beginning of each upkeep, if no spells were cast last turn, transform Solitary Hunter.

Solitary Hunter Discussion

Akromathia on Werewolves - Beleji Sirieten (5.2)

5 months ago


Solitary Hunter  Flip is there for the extra punch that gives the deck later in the game. What should I replace it with? Wolfbitten Captive  Flip?.

Moonmist is great indeed, however I have found myself needing more the spot removal. While playing the deck, I usually mix 1-3 copies of this for the second or third match depending on the kind of deck I am facing. If I were to put it in the main, what would it replace?

Thank you.

CasualCucumber on Werewolves - Beleji Sirieten (5.2)

10 months ago

I would personally cut Solitary Hunter  Flip.

Wolfbitten Captive  Flip is a nice turn one card and Moonmist should be moved from your sideboard to your main deck.

Mandalorian on The Pack Hungers

2 years ago

I think Silverfur Partisan should def be a 4 of since it synergizes so well with your creatures.

I think some of the enchantment are either unnecessary or can be upgraded to enchantments that synergize with your deck. I would drop the Blood Mist, Gruul War Chant, and Gift of Paradise for stuff like Howlpack Resurgence and Full Moon's Rise.

Naturalize is also probably pretty weak here and could be replaced. Creatures like Solitary Hunter  Flip, Brazen Wolves, Smoldering Werewolf  Flip, and Thornhide Wolves can be upgraded as well.

Here are some cards that are budget friendly I would find room for:


Lightning Strike

Ulrich's Kindred

Howlpack Resurgence

Full Moon's Rise

Breakneck Rider  Flip/Neck Breaker  Flip

Duskwatch Recruiter/Krallenhorde Howler  Flip

Cult of the Waxing Moon

Instigator Gang/Wildblood Pack  Flip

For options that are above budget:

Huntmaster of the Fells/Ravager of the Fells  Flip

Mayor of Avabruck  Flip/Howlpack Alpha  Flip

Lightning Bolt

Domri Rade

AceGambitDragonfly on wolf

2 years ago

The 78 card count is preventing this from being as good as it could be. I'd recommend stripping down as close to 60 as you can get. Some suggestions:

Village Messenger  Flip, Vessel of Volatility, and Urza's Incubator are all very aggro cards, but there aren't enough of them to support a super aggro strategy. Either trade some other cards out to focus on a more aggro strategy (like Howlpack Resurgence) or drop these cards.

Defend the Hearth is the wrong card for this deck, swap it out for either another Moonmist or Druid's Deliverance.

Swap Whisperer of the Wilds out for Scorned Villager  Flip.

Drop 1x Howlpack Resurgence and Gratuitous Violence.

Drop Lambholt Pacifist  Flip.

Drop Solitary Hunter  Flip.

Hentaiology on GRIXUS Control

2 years ago

Looks pretty good but Assembled Alphas and Ulrich of the Krallenhorde  Flip are a too expensive in my opinion also you might wanna trade some of your werewolves for others like Solitary Hunter  Flip for Lambholt Pacifist  Flip, maybe Ulvenwald Captive  Flip for Village Messenger  Flip because youre already running 24 land I dont think you need the ramp, or if you like running the eldrazi werewolves Geier Reach Bandit  Flip flipped is pretty cool. In the end I just think ulrich and alphas are too expensive even though I love alphas maybe it would be good to cut a few of each to put other cards in

keflavich on Card distribution in draft incorrect?

3 years ago

I was wondering if anyone else noticed large discrepancies in the frequency of cards in the Draft Simulation. I can't provide any strong statistics, but in SOI + EMN I think the double-sided cards have been too common by a factor of 2-3. Especially notable were Solitary Hunter in SOI and Ulvenwald Captive  Flip in EMN, which I routinely see 3+ copies of in a draft, though I think they should have a lower likelihood. Can anyone verify this, and possibly a tappedout representative address it?

landofMordor on Pack Attack

3 years ago

Seems like you've got a lot of non-essentials in the deck -- most Standard decks are 60 cards (~24 lands and ~36 spells) so that you've got a higher chance of drawing the good cards. Right off the bat, Convicted Killer  Flip is objectively worse than Lambholt Pacifist  Flip, so ideally you'd have 4 of the Pacifist and no Killers. Hinterland Logger  Flip, Gatstaf Arsonists  Flip, Ember-Eye Wolf, Howlpack Wolf, and Solitary Hunter all seem like they clog up your draws and unnecessarily tie up your mana. On the noncreature side, you don't need so many combat tricks, especially Aim High, Might Beyond Reason, Goblin War Paint, Senseless Rage, and Haunted Cloak. The other plus side to thinning out your creatures is that you don't need so many combat tricks and auras, so the ones you do keep can be your best ones.

Also, if you're going for Delirium activation, I'd recommend Vessel of Nascency over Nissa's Renewal (since it's so much faster and gets stuff in your grave). In general, I'd recommend a Spirit of the Hunt or two to replace combat tricks, Prey Upon for Rabid Bite (less mana), a Silverfur Partisan or two to deter control, Howlpack Resurgence as a permanent version of one of your combat tricks, and more Werewolf lords in general -- Geier Reach Bandit  Flip especially. Those should mostly be really budget options you should be able to trade for easily.

Good luck, and keep brewing! Let me know if that helps!

WonderingSavior on

3 years ago

You're going to want much cheaper removal than you have now, so invest in a few more Rabid Bites, but preferably Moonlight Hunts, especially if you're going to call this a control deck.

On that note, your curve is pretty expensive. You don't want to have multiple 4 or 5 drops in your hand turn 1. Green/Red needs to be aggressive, and I don't see a lot of board presence turns 1 and 2. Even if you want it that way, there's needs to be ramp in this deck. Sub some Solitary Hunter  Flips for Village Messenger  Flips.

You're also going to want more Howlpack Resurgences in a Werewolf deck. 2-3 is fine.

If you're going to run any artifacts, it should be Neglected Heirloom  Flip or none at all. You've got too many transforming creatures and ways to gain Trample to justify the others, and with better removal you can deal more than the measly 2 damage Throwing Knife and Explosive Apparatus deal.

I understand you're on a budget, but there should be 1 more Arlinn Kord  Flip and Duskwatch Recruiter  Flip, and 2 more Geier Reach Bandit  Flips in a Werewolf deck. They're just too enabling to go without.

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