Triumph of Ferocity
At the beginning of your upkeep, draw a card if you control the creature with the greatest power or tied for the greatest power.
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Triumph of Ferocity Discussion
1 week ago
Wurms are the best! I run a Saskia Wurms list. To maximize your wurms though, you need to majorly increase your ramp. Start with the usual suspects of Cultivate, Kodama's Reach, Rampant Growth, Nature's Lore, Skyshroud Claim, Explosive Vegetation, and Ranger's Path. You're cmc is over 5 right now, so you want as much mana as possible!
I'd also add some more draw. Elemental Bond & Triumph of Ferocity should both draw you plenty of cards. Kavu Lair is another choice, and since it helps other people the table may be more likely to let it stick around. Its not my first choice, but Overwhelming Instinct is so wurm-flavor heavy that it should be considered for that art alone.
From your maybe like Lurking Predators is great, and Zendikar Resurgent will help a lot with mana and draw. I also like Evolutionary Leap for when board-wipes hit. But definitely start with more ramp!!
1 month ago
You have a fun looking package here with a pretty solid game plan.
I have a few tweaking suggestions you could try:
- Search for Tomorrow instead of Harrow, you have very few 1 drops, so the suspend gives your ramping another starting option for turn 1.
- Some sac-for-card draw engine instead of Goblin Bombardment. There are a few options with different mana usage schemes, e.g. Phyrexian Vault, Culling Dais or Carnage Altar
- Tireless Tracker is just one of the best creatures available for landfall based decks, even green decks in general.
- Elvish Piper or Fauna Shaman for getting your best stuff on the field on time.
- Continuous card draw over some of the one shot spells. You have multiple extra land play cards, so you should try to hit those as often as possible. Abzan Beastmaster, Triumph of Ferocity, Elemental Bond and Lifecrafter's Bestiary are usually safe options, Horn of Greed and Fecundity have higher risks involved, but favor your game plan.
- Possible cuts to consider: Soulblast only hits one target for the cost of your whole board, which limits its usability. Angrath's Marauders is likely the most mana inefficient option available for doubling damage. Molimo, Maro-Sorcerer is just big and often doing something more active is preferable.
You probably don't want or need all of that stuff, but you could try some of it and see what works best in your meta.
1 month ago
So, a couple of things right off the bat. I LOVE that you're playing Brawn. Everyone seems to play Anger and forget about Brawn, so I'm really glad to see him in your deck. Secondly, this deck isn't currently commander legal. If your playgroup allows it, that's fine, but Primeval Titan is banned in commander, and the two Bringer of the X Dawns have in their text, which means that their color identity is 5-color, so they can't be in this deck. If your group is okay with that, (and some groups are), then that's fine, just acknowledge it in the deck description so we know that you know. If those cards come out, then that will help your mana curve a bit too, as they cost a lot of mana to play. Losing Primeval Titan isn't fun, but hey, that's why he got banned in the first place ;) Living Wish isn't technically banned, but the EDH rules say that you can only find things from outside the game if your group is okay with it ahead of time, so you should ask them just to be sure.
I don't know what your budget for improving this deck is like, so I'll recommend cards at a couple different price points here.
I would probably cut 2 lands and replace them with ramp spells like Cultivate or Kodama's Reach to accelerate your mana a little more. Your big creatures are nice, but they don't mean much if you have to wait forever for them to come out.Nykthos, Shrine to Nyx would be a really flavorful inclusion--and a powerful one, given how many of your creatures have large numbers of colored mana symbols on them. Karametra's Acolyte can also produce large amounts of green mana for playing your bigger creatures.
Welcome back from your hiatus! Glad to have you back in the Magic community!
2 months ago
Nice deck, I am also partial to werewolf's. Couple of suggestions:
ramp: Druids' Repository
draw: Triumph of Ferocity
Not sure you need 42 lands when you your highest CMC is 6, you could easily scale back by 3-5. Elvish Piper and Quicksilver Amulet feel clunky for the same reason, unless you are using them to pop out creatures on your opponents turn.
3 months ago
Aether Vial is a great card for Werewolves, if you can afford it, as it allows you to put creatures into play without preventing things from flipping. Yeva, Nature's Herald would let you do something similar, although at 4 mana, it's a lot clunkier and worse than the Vial.
At 5 mana and Legendary, 4 copies of Ulrich of the Krallenhorde Flip is too many; I wouldn't run more than 2. I'm also not a fan of things like Triumph of Ferocity and Warriors' Lesson for card draw as they're likely to only work when you're already winning on the board and they'll do nothing when you're behind and need the help the most. I'd go for something like Harmonize or Lead the Stampede instead.
If you're looking for more help, you could try posting your deck in the Advertise Your Tribal Deck thread.
3 months ago
Survival of the Fittest (Quite out of budget, though you can buy a gold-bordered one for about 7 dollars, not tournament legal though)
4 months ago
Arbor Elf + Utopia Sprawl for mana ramp. Another mana ramp card would be Nykthos, Shrine to Nyx, but it works best with devotion, so green symbol heavy hydra's like Khalni Hydra are more useful. Considering that most Hydra's play around with +1 counters, consider Hardened Scales. Which brings me to Protean Hydra and Feral Hydra, two amazing Hydra's that play around a lot with counters and you can pump a crapload of mana into them early on. On another note, you need card draw because Hydra's will be extremely demanding, so you need to keep your cards flowing, thus I recommend Triumph of Ferocity, since if you play it right, you should always have the superior monster, thus this will enable you extra draw OR go for Single use card draw spells like Inspiring Call, since if you play it right, most of your hydras if not all of them should have a +1 counter on them. And finally, you need some kind of protection, having big beasties is good and all, but they are nothing in the face of blatant "eff off" removal cards, so throw in some Blossoming Defense and/or Vines of Vastwood, if you don't wanna focus on single protection spells, you might consider Asceticism for a full board protection.
4 months ago
Some things I like:
Elspeth, Sun's Champion - Obviously I like the inclusion but it seems like she could do some good work for you!
Meekstone - Good choice that not everyone would think about.
Some suggestions to put in:
Timber Protector - protection for your commander.
Tree of Redemption - good mana:toughness ratio.
Dusk / Dawn - goes along with Elspeth and some of your other boardwipes.
Sylvan Caryatid - really, there's no reason not too.
Kin-Tree Invocation - usually going to be a 2 mana 8/8.
Chromatic Lantern - basic color fixing/ramp that every 3 color deck needs.
Some to take out:
Obelisk Spider - not much -1/-1 synergy in this deck.
Triumph of Ferocity - this has to do with power, not toughness. All the red and green decks willl prevent you from drawing.
Trostani, Selesnya's Voice - good lifegain, but you don't have much to populate.
Hope some of this helps!