Terror of Kruin Pass
Creature — Werewolf
Each Werewolf you control can't be blocked except by two or more creatures.
At the beginning of each upkeep, if a player cast two or more spells last turn, transform Terror of Kruin Pass.
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|Commander / EDH||Legal|
Terror of Kruin Pass Discussion
3 months ago
I'll continue with the ones in the Innistrad block: Corpse Traders Deadeye Navigator Defy Death Angelic Overseer Alpha Brawl Afflicted Deserter Flip // Werewolf Ransacker Bloodline Keeper Flip // Lord of Lineage Harvester of Souls Grave Bramble Ghost Quarter Fiend of the Shadows Doomed Traveler Helvault Hinterland Hermit Flip // Hinterland Scourge Hunger of the Howlpack Hysterical Blindness Immerwolf Kruin Outlaw Flip // Terror of Kruin Pass Lunar Mystic Marrow Bats Midnight Duelist Misthollow Griffin Morkrut Banshee Paraselene Purify the Grave Rally the Peasants Tormented Pariah Flip// Rampaging Werewolf Screeching Bat Flip// Stalking Vampire Silverclaw Griffin Smite the Monstrous Sorin, Lord of Innistrad Traitorous Blood Treacherous Pit-Dweller Wakedancer Zealous Strike
Only on Transformed side: Bane of Hanweir Archdemon of Greed Gatstaf Howler Howlpack of Estwald Ironfang Krallenhorde Wantons Merciless Predator Ravager of the Fells Silverpelt Werewolf Tovolar's Magehunter Wildblood Pack
2 years ago
Your deck seems pretty classic Boros, and should do just fine, in a non-competitive environment, which I'm assuming you are playing this in. I also assume you mostly play with cards you had laying around anyway. I do have some suggestions for you though.
First off, the double strikers you chose do function, the thing is there are strict upgrades availible. You could replace Fencing Ace, Hearthfire Hobgoblin and Iroas's Champion with a number of cards, listed below in order of relavance:
Adorned Pouncer - strict upgrade, having the option to eternalize is sweet, especially since removal will hurt less. It's kinda pricy, but it's in standard, so you might have some friends to trade it with.
Fabled Hero - honestly pretty perfect for the deck. Gets bigger right when you are going for the kill, perfect. It's even counters, so they stick around. If you pump him once, he is a massive threat.
Arashin Foremost - If you ever have to cast Skinbrand Goblin to have a play on turn 2, this will be a nice followup, granting you two attackers. If they only block one, you can pump the other instead.
Kruin Outlaw Flip - Since you have so many instants to protect yourself, you could flip it into Terror of Kruin Pass, an absolute beast. 3/3, double strike, hard to block... What more could you ask for? the only downside is the double red in the mana cost. Might be worth it though.
Honorable non-creature mentions:
Needle Spires - dual lands are great, and these beauties just rotated out of standard. You will not be disappointed with them
Onward / Victory - Pretty neat combat trick, good mana dump and surprise. The flexibility makes it a valid option as a 1- or 2-off
A full list of cheap ways to get double strike can be found here:http://gatherer.wizards.com/Pages/Search/Default.aspx?action=advanced&cmc=+%3C&text=+[double]+[strike]
I want to comment on Holy Mantle. When it works out, I'm sure it's not bad. The thing is though, it's a huge investment to stack a 4 mana enchantment on a 3 mana dude. The thing that will happen is: You play your 3 mana 2/2 double striker, and enchant it. Next turn, you plan on buffing it with bloodrush - ideally twice or so. Now your opponent plays Murder. You invested a total of 8-10 mana, 4 cards and likely 3 entire turns investing in a dude he spent a single 3 mana card removing. Harsh. You have to avoid that somehow.
Don't be scared of trading, because trading with double strike creatures should always favor you. What you can do is grant the creature deathtouch, menace, flying or trample, in addition to the double strike to make your opponents blocks a bigger investment. Combinations of good keywords make attackers very scary.
What i would do, is add a couple Odric, Lunarch Marshal and creatures with the most relavant keywords. I'm looking at creatures like Sky Terror. Odric also grants himself and other creatures double strike. The result is a quick, scary and mostly unblockable army.
Ride Down is another option, if you don't want to change the deck a whole lot.
2 years ago
I've seen similar questions to mine but I just need clarification. Assume I have a Vildin-Pack Alpha, Temur Ascendancy, and an Adaptive Automaton(werewolf) or Metallic Mimic on the battlefield at the same time. I cast Kruin Outlaw Flip, she flips become Terror of Kruin Pass Flip. Do I draw a card? Would the outcome be different if it was a Mondronen Shaman Flip etb but not flipping?
3 years ago
If you want to make your creatures difficult/unwise to block, I think you're already good from the menace granted by Terror of Kruin Pass Flip and the nasty combat surprise from Moonmist. If you want some more menace, maybe consider a couple copies of Pyreheart Wolf? The stats may not be great the first time around but that's not what the card is about anyway, and the Undying makes it extra sticky, which is always helpful for Modern.
3 years ago
3 years ago
If you are planning to add some cool Werewolves, Scorned Villager Flip could fix manaproblems and you could easily reduce your Manabase. Mayor of Avabruck Flip gives a bit Power to your Humans or Werewolves (whichever you like more) or you could pick Always Watching , for a good combo with Odric, Lunarch Marshal. Kruin Outlaw / Terror of Kruin Pass Flip would do a fine job with Odric as well. If you have some transform problems, try out Moonmist. Chandra and Kytheon will be transformed too. For a swagreason, try Naya Charm. Atarka's Command could be funny too.
3 years ago
3 years ago
In my humble opinion flipflopping the werewolves isn't that good of an idea. To transform into human there needs to be 2 spells cast by one of the players, within 1 turn (between upkeep step and end step).
They can flip back those pricey token generator lords into human form and keep them flipped, as more than enough mana is available.
Also the boost gained from things like Wildblood Pack Flip & Terror of Kruin Pass Flip can end the game very abruptly, while Nightfall Predator can clear the board neatly, so i would consider those card.
Still the werewolves main problem is the number of spells cast per turn, this can be helped mainly in 2 ways:
1# Limit the number of spells your opponent can cast with things like Eidolon of Rhetoric, Rule of Law, Ethersworn Canonist, Curse of Exhaustion, Trinisphere... etc.
2# Use AEther Vial as it puts cards in play, instead of casting them, so if you put in play only 1 werewolf / turn then they will be transformed in your opponents turn (who thanks to the above mentioned spells cant't transform the mback)
(The casting of these hindering effects can be greatly helped by Ancient Tomb, and the more similar your creatures are to each other in mana cost the better they work with AEther Vial)
The more creatures you have (preferably weewolvees) the more consistent the deck will be, but when it comes to enchantments i would choose Full Moon's Rise, or Legion's Initiative even though it only boost our red creatures it can save them from anything.