|Commander / EDH||Legal|
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Creature — Human Werewolf
At the beginning of each upkeep, if no spells were cast last turn, transform Village Ironsmith.
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Village Ironsmith Discussion
2 months ago
This is a good start! Probably much better than any decks I made when I was a new player! With that being said, I do have a few suggestions. First, I just want to to make sure that you want this to be an aggro deck that aims to win on turn 4-5. I ask because you have a few pieces in here that might lean more towards a midrange strategy in Kessig Wolf Run, Mondronen Shaman Flip, Asceticism, Moonlight Hunt, and Duskwatch Recruiter Flip. None of these cards really make you win fast because they have high mana costs or have abilities that cost a fair bit of mana to activate. Which is fine if you want to adjust your deck to fit more of a midrange strategy. You even maybe play a fair number of werewolves that tap for mana so you can tap Kessig Wolf Run for pretty massive swings.
I do however think that an aggro shell works better for werewolves. Some cards I might suggest are:
Aether Vial: not cheap, but works super good with werewolves since putting them into play does not count as a cast.
Lambholt Pacifist Flip: A creature with an above average body for its mana cost -- even in human form. It can attack even in its human form if you have a Mayor of Avabruck Flip in play or any other similar effect.
Collected Company: Also not cheap. But if you haven't noticed, almost all of the cards I just listed are 3cmc or below. The instant speed also allows you to not cast anything on your turn to get the transforms, and then just cast it on your opponent's turn to grab 2 creatures form the top 6 cards of your deck.
Lightning Bolt: Might be hard pressed to find any red aggro deck without at least some of these.
1 year ago
Instigator Gang Flip, Lambholt Pacifist Flip, Village Ironsmith Flip, Gatstaf Shepherd Flip, Reckless Waif Flip, Wolfbitten Captive Flip, and Full Moon's Rise are some I run in my werepuppy deck. Also Cavern of Souls is a must for any tribal deck, and I find myself partial to Copperline Gorge and Karplusan Forest.
1 year ago
So, I took the challenge and made a budget list for you: My tribe is on a budget. It costs about 28$, according to tappedout. It features the Zada combo and has a decent manacurve
Further we have four Moonmists for easy transformation and combat tricks, Temur Battle Rage and Might of the Masses can both end the game in the blink of an eye and can combo with Zada if he is on the field.
If you want to include Village Ironsmith Flip, then you can either exchange it with Kessig Forgemaster Flip or with some 3drops (probably a Hermit of the Natterknolls Flip and two Kessig Forgemaster Flip) or so. In singleplayer take out the Sage of Ancient Lore Flip and put Village Ironsmith Flip there.
1 year ago
Feed the Clan, Tormented Pariah
Flip, Cult of the Waxing Moon, Vessel of Nascency, Afflicted Deserter
Flip and Village Ironsmith
Flip are just not very good cards, i recommend cutting them. Sage of Ancient Lore
Flip, Hanweir Watchkeep
Flip and Lambholt Elder
Flip are not as bad, but not quite aggressive enough for your purposes, they can probably go too. Instead i suggest you play more Mayor of Avabruck
Flip, Duskwatch Recruiter
Flip, Howlpack Resurgence and add a couple Lambholt Pacifist
Flip, Gatstaf Shepherd
Flip, Breakneck Rider
Flip, Immerwolf and Lightning Bolt.
26 lands is too many, i think 24 should do it once you cut some of the expensive cards. Also, the manabase would allow for much faster starts with Rootbound Crag and/or Copperline Gorge if you want to replace some of your tapped lands with them.
This deck would work really well with Collected Company, as it allows you to flip your werewolves by playing it on the opponent's turn and also generates card advantage. However, the card is not very budget-friendly, so it might not be an option for you.
As for some sideboard options, Destructive Revelry, Molten Rain, Dismember and Relic of Progenitus seem useful.
2 years ago
Hell man, cheapest deck I think I've ever seen here. Props to you on that and a +1 from me for it. Just a couple things that I see about the deck and thought I'd ask about it, though you don't have to take them as advice of any sort.
In terms of cmc to efficiency, I just don't see the hype of Falkenrath Marauders in the list. They have flying and haste which is great, but by turn 5 (at the earliest) they don't offer much with 2/2... I understand they get buffed after damaging a player but they can get so easily chump blocked, keeping them there. I believe the deck could do with two more Geist-Honored Monks in their place.. the vigilance could help, the tokens wouldn't hurt, and the monks would all buff each other. But! I'm open to hear your thoughts on it, I'd like to know how the marauders actually work out and if they do compliment the deck.
Another thing, the werewolf card seems a bit.. out of place. Yes it's cheap, but you'd waste a turn flipping it without much gain and it's not difficult to change back. Maybe consider replacing it with something that would help you more? Or if keeping with another werewolf, something that has more oomph like the first strike of Village Ironsmith Flip?
By the way, love seeing a play set of the travelers, I've always loved those guys. Anyways, nice cheap work man.