|Commander / EDH||Legal|
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|Eldritch Moon (EMN)||Common|
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Creature — Werewolf
: Add to your mana pool.
: Transform Ulvenwald Captive.
Ulvenwald Captive Discussion
3 weeks ago
+1 for deck name. Did you ever play Werewolf: The Apocalypse, or are you just a learned scholar of mythology? =)
1 month ago
I recommend the following cuts:
Forest / Mountain : With more ramp, you can run fewer lands. Cutting 2 to 3 seems reasonable if you cut in a bunch of dorks. Generally, if you've a green general that does not create landfall triggers, you can run fewer than the average number of lands.
When it comes to your werewolves, you should consider when it is that you want them flipped. They are likely to be transformed by no spells only by your volition, because most players will play at least one spell on their turn. Also, your opponents will likely try to double-spell, to return your werewolves to the less powerful side. So, if you're counting on a werewolf being on the more powerful side during your turn in order for it to be good, I think that card should be cut. I think (and remember, I have no experience here, so I'm only speaking from what I rationally think) it is more likely for your guys to be flipped on your opponents' turns rather than yours. So bear that in mind during deck building.
1 month ago
Coolio. Sooo, where to start. Just based on how the deck has lots of singles, Im guessing that you own most/all of these cards. Thats fine, it just won't be as smooth as a deck you made then ordered. I would drop Vivien's Invocation . Its really pricy, mana wise, and none of your creatures have a high enough power for the second ability to really come into play. Now your deck is down to 60 cards. Good, keep it there. Due to Immerwolf , Shrill Howler Flip, Smoldering Werewolf Flip, Tangleclaw Werewolf Flip, Ulvenwald Captive Flip, and Vildin-Pack Outcast Flip cannot transform. You can figure out how to deal with that, if that is a problem you come across. Mayor of Avabruck Flip is a important card in most Werwolf decks. Howlpack Resurgence is an incredibly important card, so important that i have never seen a werewolf deck that didnt run it. Its somewhat pricy, but Collected Company is a powerful card, especially in a creature based deck like this.
2 months ago
5 months ago
9 months ago
I forgot the sideboard! I feel like an idiot. Anyway, here it is: 1x Oakenform, 1x Dive Down, 1x Psychic Corrosion, 1x Ghostform, 1x Contingency Plan, 1x Negate, 1x Pirate's Prize, 1x Containment Membrane, 1x Ensoul Artifact, 1x Ulvenwald Captive Flip, 1x Hermit of the Natterknolls Flip, 1x Gearseeker Serpent, 1x Perplexing Chimera, 1x Luxa River Shrine, 1x Sentinel Totem.
11 months ago
Looked through all defenders in your colors. Here are some you dont have rn:
11 months ago
Hey dude, thought I'd comment it on here.
So let's round out my observations before we move to my opinions.
Win Conditions you have included are: Rolling Stones , Assault Formation , Wakestone Gargoyle , Vent Sentinel and Dragonshift. Of those, Wakestone doesn't really have a way to go off unless another win con is already out. So Wakestone + 1 or Vent Sentinel and Dragonshift are the only current ways to win a game.
Tokens- Coral Barrier , Hornet Nest , Golden Guardian Flip , Sprouting Phytohydra , Dragon Fodder , Parallel Lives , Kiora, the Crashing Wave. Coral Barrier does provide an evasion creature, and 1/1's with evasion are often under-rated. Hornet nest is great if you can keep it alive, and okay if it dies. Golden Guardian is an okay card if you can get some tokens out of it, but it doesn't die to anything in your deck right now. Sprouting Hydra is probably the best token card in this deck as it lines up with all of your themes, it has serious potential for combos. Dragon fodder doesn't belong here. Swap it out for a late game threat like Vigor for wall wins, or Luminarch Ascension if you plan to keep the token theme. Parallel lives is at best okay in this deck, if you had more than 10 things that made tokens, I would say its definitely important. Kiora is an okay planeswalker but I'll talk about her in a second.
Ramp- Ok so there's not enough of it. Overgrown Battlement , Ulvenwald Captive Flip , Sol Ring, Cryptolith Rite. Commander games are won by casting several cards in a turn. Firm believer that if you have green, you run green ramp. Period. Bonus, Ulvenwald Captive is terrible ramp.
Card Draw- You're covered here. I think you have enough card draw.
Planeswalkers- Special Note, I think Kiora is a fun planeswalker, but she's not amazing in this deck. It'd be better to see something like Ajani Goldmane , or Elspeth, Sun's Champion for added tokens, boardwipes, and counters, as well as their emblems enable your win conditions.
Ok so now I'll start by suggesting things you could add to this deck.
Wall of Denial - My favorite Wall.
Tree of Redemption - Can get ugly dude. 0/40 is kinda great in a lifegain deck.
Kodama's Reach - good solid ramp.
Cultivate - Same as above.
Comet Storm - You have ramp, play a ramp board clear.
Kindred Summons - Pick wall.
Fireball - Very versatile in rampy decks.
Vandalblast - You have red, you need good artifact hate.
Supreme Verdict - Favorite Board Wipe
Wrath of God - AKA the Reset Button
Azorius Signet - Ramp
Izzet Signet - Ramp
Aetherflux Reservoir - Can become a win condition (that can be fetched with fabricate) if you have a strong life gain game.
Ajani Goldmane - Can combo with some win cons, has good passive benefits from behind the army of walls.
Elspeth, Sun's Champion - Same reasons as Ajani, but can also board clear creatures with 3 or greater power, so not your walls.
Now we move on to cards I suggest removing.
Murmuring Phantasm - It's not bad, it just doesn't provide an additional benefit. You could find a better card for sure.
Abrade - Swap for better removal. I suggest Comet Storm, or Vandalblast.
Lightning Helix - Okay so IDK what this is in here for. Its a good card in a tempo deck. You can do bigger and better with 2 mana. Play the long game.
Ghostway - Looks okay with EtB triggers. Is good against boardwipe, but honestly, you have walls. They probably won't die that often, and if they do, you won't be bouncing more than 2-3 back to your hand. Is that honestly worth holding up 3 mana?
Parallel Lives - Get to the 10+ token generators, and this card is waaaaaaay better. As it stands now you may get 2-4 extra tokens in a game, if you draw it.
Ulvenwald Captive occurrence in decks from the last year
Commander / EDH:
All decks: 0.0%