|Commander / EDH||Legal|
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|Eldritch Moon (EMN)||Rare|
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Spirit of the Hunt
Creature — Wolf Spirit
When Spirit of the Hunt enters the battlefield, each other creature you control that's a Wolf or a Werewolf gets +0/+3 until end of turn.
Spirit of the Hunt Discussion
1 week ago
Any thoughts on making a side deck for the deck? This is the best werewolf mono green deck I've found online! Spirit of the Hunt would make a perfect addition to the side board!
4 weeks ago
I think there's a few points to make with regards to this.
The main problem with any potential wolf themed deck is it just isn't going to be strong. Like wolves are cool and all, but they do not have access to many cards that can make a meaningful impact to a commander board state.
I think theres been a obvious attempt from wizards to try and make something out of wolves the last few sets. Tolsimir, Friend to Wolves , Skalla Wolf , and Spirit of the Hunt for example, being examples of cards with a wolf subtype that actually do something. Before that most wolf types adhered to one or two things: "can't be be blocked by power less than X can't block." or some vanilla mana ability that provided a +X+X boost. But other than that, even splashing for white seems to limit what you can really do.
The first thing I thought with new Tolsimir was Tolsimir, Friend to Wolves + Howl of the Night Pack + Doubling Season or Primal Vigor , but I just can't picture it being reliable. If you did dedicate to tokens, there's also Master of the Hunt , Wolfcaller's Howl
The OTHER problem is a lot of great Wolf cards are in !! Which is seriously annoying. Also annoying is that the Wolfir were virtually ignored by Wizards during SoI. So there's that, too. But, like I said, it seems Wizards is really trying to push wolves lately, so there's hope.
Oh, there's challenges alright. But my hat goes off to you for giving it a go :)
1 month ago
I love wolves, but I'm seeing WotC move in the direction of wolf/elf hybrid tribal, and I am not convinced that it could be as strong as a pure-wolf or pure-elf tribal deck. But it's worth a shot. On the wolf tribal side, Feed the Pack would be a great inclusion, as many of your non-wolf non-elf creatures already have high toughness, allowing you to trade out your Wolfbriar Elemental for four 2/2 wolves, or your Juniper Order Ranger for five wolves. Young Wolf is also a good thought, because although it is only a 1/1, it does come back to life after a board wipe, and flies under the radar of your opponents' kill spells (no one will want to waste a kill spell or ability on this guy, and if they do, that's good for you), allowing you to keep him until you lay out your +1/+1 (or +3/+3) effects. Silverfur Partisan is almost a must... Briarpack Alpha is a good thought, since you can get that +2/+2 at instant speed and gain yourself another blocker, potentially surprise-killing two attackers. Somberwald Alpha is also another thought, because although its triggered ability is meh, its activated ability is clutch to getting lots of damage through your opponents' chump-blockers. There are a good deal of wolves with flash for that purpose too... Wolfir Avenger and Spirit of the Hunt also, at a decent mana cost considering they have flash. Darkthicket Wolf doesn't have flash but it does give you an ability in case you're running out of cards in your hand, and is a good option for budget decks. That's for if you want more nontoken wolves for to go in the direction of wolf-tribal. Otherwise, the Feed the Pack is the only essential inclusion, since you're already buffing tokens with Intangible Virtue . To that end, I should also mention Predator's Howl , although it's kind of high in mana-cost, this is commander after all, so you should be able to pull it off with some mana rocks or land enchantments. Don't forget to leave a space in this deck for some of War of the Spark's new wolves and elves. I'm sure you've seen Arlinn's Wolf (meh) and Arlinn, Voice of the Pack (alright!) and Tolsimir, Friend to Wolves . I would think that latter card would be an auto-include for this deck, if not as commander, than as a one-of. Cheers!
1 month ago
That's the best kind of brainstorming, for sure!
I'm not sure about Boomerang either ... it's very good with Shocklands, but I'm not sure the tempo hit on a normal land is big enough to justify it. Thanks tons for the other bounce options, but if I find it's too weak, I'll likely move to actual counters (e.g., a 2-2 split of Negate and Mana Leak ).
I'd looked at Cloudthresher , but I don't think the effect is worth the mana cost, especially since I expect to periodically have Nimble Obstructionist and maybe Vendilion Clique (currently in the maybeboard) in the air.
Thanks so much for all the inputs!
I'm not sure about adding Black (not that it's a bad idea, just that I don't currently have any of the manabase to support it, so it'd be a big outlay for essentially just an experiment). But Shadow of Doubt could be great for sure. Dream Eater is extremely interesting ... I'll give it a hard look.
2 months ago
3 months ago
Big fan of Werewolves and have also looked at Eidolon of Rhetoric with the same thing in mind and I really like what you've done here. Just a couple things... - Seeing as it's not that budgeted, why didn't you include Arlinn Kord Flip? I mean, she's a Werewolf planeswalker, that's pretty neat. - There's more Wolf or Werewolf cards that you might have missed that have some pretty hefty effects you might want to consider; Silverfur Partisan , Spirit of the Hunt and Ulrich's Kindred (I imagine this would be incredibly useful to use up mana as well because you don't want to cast too many spells). Would consider some of these over some less-synergy creatures. - Furthermore, I know it's a Werewolf deck but focusing on some Wolf tokens as well is especially useful even more so since they also get majority of the same buffs. Some that I found are: Wren's Run Packmaster , Kessig Cagebreakers , Raised by Wolves (One of my personal favourites :P), Wolfcaller's Howl , Feed the Pack and Master of the Wild Hunt (would be especially good since it won't even put your Werewolves at risk). Just remember it is your deck so you don't have to take any of my feedback at all but I do like what you've done. Happy brewing and good luck sleeving and de-sleeving all those Werewolves!
8 months ago
Ok. Budget deckbuilding theory time.
'Non human werewolves' is a nice start- Paying a bunch of mana to flip a wolf is a neat little bit of card advantage to build around. To get that to happen, you need to build a midrange deck, and look to keep those wolves alive, because it isn't fast enough to race straight up.
Some interesting on-theme cards to consider Feed the Pack (make small threats a swarm of wolves instead) Full Moon's Rise- regenerate dying wolves (super useful), Spirit of the Hunt, Wolfir Avenger- decent body, flash- Wolfbriar Elemental, good lategame wolf token generation, Wolfir Silverheart- amazing P/T booster
Regardless of what you pick, you're going to have to pick some cards that take you to the midgame where you can draw ahead. Personally, I'd make it a G/B werewolf deck and jam 12 Duress variants and a couple draw engines, but thats how I fix most my deckbuilding problems. It doesn't matter how much you screwed up your creature choice if its the only thing on the field and your opponent doesn't have an answer.
Mono green is an option, running fringe cards like Beast Within, lifegain like Jaddi Offshoot and ramp like Search for Tomorrow, although it is possible to fall behind a long way on board, and without copies of whatever Damnation variant you like it can be tricky.
Blue green Fable of Wolf and Owl is an option, with Mana Leak and Prophet of Kruphix alongside wolves with flash and Mystic Snake, looking to draw out the game and win on card advantage, with a backing of creature ramp/instant speed card advantage. Think Twice and friends basically.
Some changes are clear regardless of path forwards;
More ramp tools or cards which make an immediate gamestate impact need to be played for 4 mana.
Your manabase needs tidying up- there are plenty of examples of good manabases in decks across the site- including examples of ramp strategies, budget duel colour strategies and appropriate utility lands. Keep an eye on your gameplan, and have a critical window- know what turns your deck wants to be strong and where you can afford to be weak.
Last but not least, sideboard. If your meta is KCI and affinity, jamming artifact destruction will save you games. There are plenty of examples on site.
1 year ago
need to add:
1x Waxing Moon
No data for this card yet.