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.
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Spirit of the Hunt Discussion
3 weeks ago
3 weeks ago
First off you want to play a number of Moonmist, you can't rely on your wolves flipping naturally. Secondly, Young Wolf and Village Messenger are the best one-drops available in werewolves and should be the one-drop of choice.
Basically, drop the Eldrazi werewolves and Spirit of the Hunt. Your mana dork can be Scorned Villager Flip, you may also want to look at Pyreheart Wolf for menace, and down the line Huntmaster of the Fells Flip.
1 month ago
i can't really say what other cards to consider since my own werewolf deck is quite different. i usually cut cards from my deck if i notice that i don't find them fun to play. for example, i had Spirit of the Hunt in my deck but i replaced it because there was any any point in game where the instant speed +0/+3 buff mattered and playing the card just to get it on to the battlefield felt dull.
1 month ago
For spot removal, give it hexproof (green is great at that, often for 2 mana or less). For mass toughness, Tower Defense or Spirit of the Hunt effects. For mass exile...there's pretty much nothing except flickers, counters, and "leaves the battlefield" triggered abilities to gain card advantage when your stuff dies, like Thragtusk.
4 months ago
DanteBeleren I do definitely want to stick with the (were)wolf theme, as setting up a situation where my opponents really don't want to play any spells, and I'm content to just smash them with werewolves, or Helix Pinnacle as much as I like.
If I'm narrowing down what wolves I really want, then I suppose I have:
Also Wolfir Silverheart because an 8/8 and at the least a 5/5 for 5 mana seems pretty great.
I think those are the wolves that I really like, and I think they'll work well together, along with some other stuff. Ulrich isn't on that list because he's gonna be the commander.
This is ending abruptly now because I need to go sleep.
4 months ago
That really depends on how you wanna play the deck. Typically when I go for theme decks, I focus on the creatures being in that theme and cutting the rest. Relaying on the rest of your deck to support your theme (good or bad) isn't the worst thing to do. Since you're playing Gruul I would go for 25-30 creatures (including general) with 32-35 lands depending on how much ramp/rocks you end up running. Of your creatures, if you end up going with 30, try for ~25-5 (were)wolf-support average.
Something I always want to make sure people understand, this is you deck. If you disagree with any suggestions, and/or feel a card is terrible or fully deserves to be in the deck, by all means do as you see fit.
Personally I would go with the following creature base:
- Pyreheart Wolf
- Silverfur Partisan
- Spirit of the Hunt
- Somberwald Alpha
- Ulrich's Kindred
- Wolfir Silverheart
- Instigator Gang Flip
- Sage of Ancient Lore Flip
- Geier Reach Bandit Flip
- Ulrich of the Krallenhorde Flip: (Side-note: This guy makes me so sad...)
- Mondronen Shaman Flip
- Kruin Outlaw Flip
- Kessig Prowler Flip
- Lambholt Elder Flip
- Scorned Villager Flip
- Huntmaster of the Fells Flip
- Reckless Waif Flip
- Daybreak Ranger Flip
- Breakneck Rider Flip
- Mayor of Avabruck Flip
- Hermit of the Natterknolls Flip
- Duskwatch Recruiter Flip
- Kessig Forgemaster Flip
- Wolfbitten Captive Flip