Back:Ulrich, Uncontested Alpha Flip
|Commander / EDH||Legal|
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|Eldritch Moon||Mythic Rare|
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Ulrich of the Krallenhorde
Legendary Creature — Human Werewolf
Whenever this creature enters the battlefield or transforms into Ulrich of the Krallenhorde, target creature gets +4/+4 until end of turn.
At the beginning of each upkeep, if no spells were cast last turn, transform Ulrich of the Krallenhorde.
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Ulrich of the Krallenhorde Discussion
3 hours ago
Same. My favorite part of a mtg spoiler season is seeing all my friends hype about a new legendary creature(or in the case of Ulrich of the Krallenhorde Flip, cringe). It makes me so energized to have the opportunity to build with an entirely new focus.
I wholeheartedly agree with the furry comment, but I also want to build anubis because I've been wanting a graveyard deck for quite a while.
In all candor, I want to build all the gods, but it's just most likely that I'd build one of the three I already listed.
2 weeks 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
1 month ago
Some of those probably just fly under EDHREC's radar. For example, Berserkers is a natural Lovisa Coldeyes choice, and there are probably a ton of Berserkers in her decks (relatively), but she still gets counted as a Warrior lord. Likewise, I bet there are a ton of Kor in most Ally tribals, but Ally gets the hit on the tribal page. Same thing with Saprolings and Fungi. And then again, some of those "tribes" are one-offs, like Graveborn and Praetors...
But, disclaimer aside:
And Moonfolk! I actually am a firm proponent of Kynaios and Tiro of Meletis on this one, since Moonfolk do so much to bounce lands, and K&T are in awesome colors for land ramping, they play really well together. But there's also Patron of the Moon, I guess, if you're uncreative, haha.
1 month ago
1 month ago
Well, I think you can put 1 or 2 Cult of the Waxing Moon, instead of one Immerwolf or/and one Kruin Outlaw Flip, but it's depending on what you want to do. There are to ways to play a werewolf deck: -(1): "locked transformation" which consist in keeping your werewolves transformed with Immerwolf and Moonmist, to keep powerful creatures.- (2): "transformation cycle" which consists in transforming your werewolves as much as possible, and to use powerful abilities with Huntmaster of the Fells Flip, Cult of the Waxing Moon or Ulrich of the Krallenhorde Flip.
You can do what ever you want, but I think Immerwolf is useless if you chose the second strategy.
Sorry for my bad english ' I hope I'll help you with it
1 month ago
1 month ago
- -3x Fortified Village
- -1x Mountain
- -3x Blessed Alliance
- -4x Waxing Moon
- -3x Conduit of Storms
- -3x Ulvenwald Captive
- -3x Precise Strike
- -1x Ulrich of the Krallenhorde
- +4x Cinder Glade
- +4x Duskwatch Recruiter Flip
- +4x Lambholt Pacifist Flip
- +4x Blossoming Defense
- +2x Heroic Intervention
- +3x Moonlight Hunt
- 1x Moonlight Hunt
- 2x Hermit of the Natterknolls Flip
- 3x Spirit of the Hunt
- 1x Ulrich of the Krallenhorde Flip
- 2x Natural Obsolescence
- 2x Neglected Heirloom Flip
- 4x Village Messenger Flip
Why remove these cards?
They're expensive to cast or aren't worth the white splash. The deck needs to be aggressive and flood the board with creatures. You need to punish people for not playing cards on their turn and holding up counterspells or removal, so "no spells -> flip" Werewolves will get under combo and control better than midrange beatdown right now. Waxing Moon is a trap - playing mediocre cards because you can "cheat out" a flip is a poor two-card combo no matter how flexible it is. Precise Strike is tough to remove but we aren't at Red-Deck-Wins aggro, plus we needed room for removal spells.
Why add these cards?
Removing splash lands for on-color Cinder Glade (which can still be revealed for Game Trail - it has basic land types!) These are more valuable creatures that are irreplacable in the deck. Added combat tricks that also get around removal, because everyone and their grandmother are going to be running either Shock or Walking Ballista.
Mix of cards to help deal with threats or tune the deck to be more aggressive or more defensive. Like, you can cut two lands and two 4-5 drops to bring in Village Messenger Flip if your opponent wants to play slow. Something like Natural Obsolescence gets rid of problems like Aethersphere Harvester or Torrential Gearhulk. Or if you go up against BG Constrictor (plays Winding Constrictor and a bunch of cards that want +1 counters), Neglected Heirloom Flip can help you get bigger than them.