Village Messenger

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Moonrise Intruder

Legality

Format Legality
Pre-release Legal
Magic Duels Legal
Heirloom Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Block Constructed Legal
Leviathan Legal
Legacy Legal
Frontier Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Shadows over Innistrad (SOI) Uncommon

Combos Browse all

Village Messenger

Creature — Human Werewolf

Haste

At the beginning of each upkeep, if no spells were cast last turn, transform Village Messenger.

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Village Messenger Discussion

Thorges on Mono Red Theros

4 weeks ago

To consider:

Rampaging Ferocidon; Ahn-Crop Crasher ; Pia Nalaar would be better top curve. Chandra Phenix is a little to cute and doesn't add that much utility or deep to the deck.I would also add more one drop, Bomat Courier (It's a bit expensive, but his price should drop when he rotate out of standard) Falkenrath Gorger; Village Messenger  Flip and Stromkirk Noble would had a vampire theme wich would reward you if you manage to clear the board for an attack.And Falkenrath Exterminator would be a nice two drop who add some reach

Ramunap Ruins Package with Sunscorched Desert wich "improve" a lot your mana base

CavusCanis on I'm in love with the COCO (Werewolves)

1 month ago

Hey Shmookyla! Fellow Werewolf enthusiast here. I play tested your deck against my paper werewolf deck that I'm gonna put a link to once I get it on Tappedout.

I did a three round game, and my werewolves came out 2-0, but that really only happened because your deck got landlocked second round.

That being said, the strength I saw in the deck playing against it happened when I had a two Lightning Bolts in hand, a flipped Village Messenger  Flip and a Smuggler's Copter, but your werewolves had flipped and everything was above 3 toughness. It was quite an ordeal to play against. Plus you had Heroic Intervention in hand, so no matter what I did I was taking trample damage from Howlpack Resurgence. It performed fairly decently. The one problem with running no 1/1s was speed. Your deck had to fully devote to one card, every turn, which is ultimately too slow for the human side of the deck. In my humble opinion, I've had a consistent experience using Young Wolf and Village Messenger  Flip in conjunction with Smuggler's Copter, Cream of the Crop, and Aethersphere Harvester as protection against flyers and card draw of various types. The thing with werewolves is they need a value engine. I've found, after play testing my wolves against a couple mirror matches, that CoCo usually doesn't come to the rescue often enough and isn't a very consistent experience.

Despite my comments, I do believe the brew to be quite full of jank and fun. Kitchen Tables everywhere will benefit. :)

Shmookyla on I'm in love with the COCO (Werewolves)

1 month ago

Hey There,

So I sincerely appreciate all the comments posted here. I will address each one in order.

Flooremoji, So the deck is kitchen table, I don't really see something like this becoming competitive, it's just got too many soft spots. It takes a while for the deck to land on its feet when it has won. I am trying to give it more staying power on the battlefield so that I can stick around long enough to win.

xEleven, Mutagenic Growth is definitely an option where this deck is concerned, converted mana cost of 4 vs 1 certainly makes a difference. I think I will take this under heavy consideration, Thank You!

Thorbogl, So I want to experiment with Aether Vial, it got mixed reviews on the thread I mentioned above as people were testing it out but I want to see how it plays myself. I have strongly considered Village Messenger  Flip in this deck, the guys I typically come up against are bringing some hard hitters so I become hesitant with squishy 1/1's. The human side of Werewolves is just so soft, it is frustrating. Regarding Moonmist this is generally the first question I get asked when I ask friends about this deck. The truth is that CoCo decks after loading it chock full of creatures leaves little room for anything else, as a rule I prefer to have a playset of any given card just so I can see it actually get some play vs having 2 of a card and 2 of another and maybe see one or the other during the course of play, so I went for Howlpack Resurgence for the buff and for the trample just in case Kessig Wolf Run is a no show. However there is something to be said for Moonmist

Sir_Garde, You are right and I changed it ;-)

ksuKaliber, So the Eidolon of Rhetoric also benefits from Birds of Paradise so on top of CoCo there is also the ability to create some white mana that way. I shared your concern until the birds swooped in.

Thorbogl on I'm in love with the COCO (Werewolves)

1 month ago

whoever said that onedrop werewolves are useless, i think a turn 1 Village Messenger  Flip or Reckless Waif  Flip is just fine, build up some pressure, speed up your gameplan, AND you're playing 12 lord effects. so why not?

Aether Vial gives you the option to put creatures into play without casting any spells, thus your wolves will flip if nobody else plays a spell.

Moonmist can act as surprise wincon, aswell as a one sided fog, maybe as sideboard tech against aggro

anyway, +1 for representing the krallenhorde howlpack

MythicMeadow on Acadian Call of the Wild

2 months ago

Loganburns Hey! Your deck looks good. You play 9 cards that cost 4 or more, this works because you play some ramp as well but I would add another land or two in order to consistently cast those high mana spells. Wolfbitten Captive  Flip is good in such a deck if you often have unspent mana mid/late game. Duskwatch Recruiter  Flip is also a good mana sink when you don't have much else to cast. If you want to be more agressive early on you could add Village Messenger  Flip and/or Geier Reach Bandit  Flip. I see you're also playing Wolfir Silverheart, this card works great with Kruin Outlaw  Flip. If you would add Village Messenger  Flip and want to consistently cast it on turn one, you should at least have 10 turn-one red sources in your deck, preferably 14 red sources. Check out this article by Frank Karsten for more information: https://www.channelfireball.com/articles/frank-analysis-how-many-colored-mana-sources-do-you-need-to-consistently-cast-your-spells/.

Using Howlpack Resurgence instead of Full Moon's Rise is a tradeoff. Regenerating your werewolves will cause them to lose their +1/+0 and trample buff, resulting in you dealing much less damage. And because you play with Instigator Gang  Flip, losing trample would not be very beneficial. By instead flashing in Howlpack Resurgence on their turn you can flip some werewolves on their upkeep. A big bonus from this enchantment is that your wolves also get the same buff, Full Moon's Rise does not do this. But if you feel that you are in need of the regeneration effect more than the buff from Howlpack Resurgence, maybe because you're facing many boardwipes or other removal, you should play with Full Moon's Rise.

I like that you're using Doubling Chant, it could be a great top deck to potentially double your board presence, but it also could be troublesome if most of your werewolves are dead. Because it has a rather high mana cost you could instead use Duskwatch Recruiter  Flip for a repeatable effect, which can also be used on your opponents turn and it does not count as a spell.

MythicMeadow on The Awakening of the Lycans

2 months ago

Loganburns Hey! Your deck looks good. You play 9 cards that cost 4 or more, this works because you play some ramp as well but I would add another land or two in order to consistently cast those high mana spells. Wolfbitten Captive  Flip is good in such a deck if you often have unspent mana mid/late game. Duskwatch Recruiter  Flip is also a good mana sink when don't have much else to cast. If you want to be more agressive early on I would add Village Messenger  Flip and/or Geier Reach Bandit  Flip. I see you're also playing Wolfir Silverheart, this card works great with Kruin Outlaw  Flip. If you would add Village Messenger  Flip and want to consistently cast it on turn one, you should at least have 10 turn-one red sources in your deck, preferably 14 red sources. Check out this article by Frank Karsten for more information: https://www.channelfireball.com/articles/frank-analysis-how-many-colored-mana-sources-do-you-need-to-consistently-cast-your-spells/.

Using Howlpack Resurgence instead of Full Moon's Rise is a tradeoff. When I wanted to regenerate my wolves they would lose their +1/+0 and trample buff, often resulting with me dealing much less damage than I wanted. And because you play with Instigator Gang  Flip, losing trample would not be very beneficial. By instead flashing in Howlpack Resurgence on their turn I can flip some werewolves on their upkeep. And because the same player has to cast two spells for the wolves to flip back, this would only matters if you cast another spell on their turn or if they cast two or more spells. A big bonus from this enchantment is that our wolves also get the same buff, Full Moon's Rise does not do this. But if you feel that you are in need of the regeneration effect more than the buff from Howlpack Resurgence, maybe because you're facing many boardwipes or other removal, you should play with Full Moon's Rise.

I like that you're using Doubling Chant, it could be a great top deck to potentially double our board presence, but it also could be troublesome if most of our werewolves are dead. Because it has a rather high mana cost we could instead use Duskwatch Recruiter  Flip for a repeatable effect, which can also be used on our opponents turn and it does not count as a spell.

xyr0s on Pattern Deck Wins

2 months ago

Lightning Berserker or Village Messenger  Flip over Monastery Swiftspear? In particular the first of them seems like a downgrade; you pay 1 mana to dash-play, then attack, and boost for 1 more mana with berserker (but you can potentially do this many times of course, you just have to get to the part of the game where you have a lot of mana). Swiftspear, you pay one to cast, then one mana for a Lightning Bolt and still attack with 2 power. Pers'n'ly I'm a lot more afraid of seeing opponent play Monastery Swiftspear turn 1 on the play, since if I don't have a 1 cmc blocker, they can then go Lightning Bolt/Lava Spike X 2 in turn 2, and attack for another 3. Net result is 10 damage by turn 2.

For variation, you can exchange Bomat Courier for Abbot of Keral Keep. Abbot is a "late-game" play for RDW - turn 3 or 4. It's lacking haste, which is a real drawback, but prowess is pretty good, even one turn later. Anyway, it's another card that tries to keep the attack going for red decks. If it's real card advantage you want, you could go for a slightly longer game, and play Smuggler's Copter and Bedlam Reveler (copter helps stock the graveyard with relevant cards for reveler - and if you wanna go real deep on this synergy, you add Flame Jab, since it can play from your graveyard, and triggers prowess), but in a deck with this many creatures, I don't think it would work.

Skred - instant speed is a plus, but otherwise, it's questionable if it's better than Flame Slash before you get so late in the game, that it doesn't matter anymore. You could play Skullcrack instead - doesn't really do the same, but cutting opponent of from lifegain can be a real gameturner.

Same calculation for Blaze vs. Lava Spike, just without the instant speed - yes, you can potentially hit harder with blaze... when you have 5 lands in play. I guess that there is some advantage to being able to target both opponents face and creatures, but I can't recall having seen any modern RDW play x-spells, and that is probably because they play everything else at very low casting cost, and has few lands, and therefore the x-spells never become very impressive. Also, they are horrible on your opening hand.

Someone else wrote that Furnace of Rath was a bad choice. That was pretty much spot on.

Actually Consuming Fervor is pretty interesting. I mean... I wouldn't splash blue to play Unstable Mutation but when it's colorshifted into red, it might be ok. Slow speed makes it easier for opponent to respond to than a buffing instant, otoh it stays for a while.

Valakut, the Molten Pinnacle is a pretty iffy choice here. It doesn't turn your lands into Lightning Bolts until you play your 6th mountain, and has valakut in play. I'm not an RDW afficionado, but I have played it every now and then, and played against it too, and a game where you have 7 lands in play, is a game that has gone twice as long as supposed to. If valakut didn't enter the battlefield tapped, it wouldn't matter, but it does, and that is a definite no-no, since it might show up in your opening hand.

Sorry for suggesting overplayed and boring cards.

cdkime on Wolves & Werewolves

2 months ago

I've fiddled around with werewolves in the past, since I love interesting, unusual mechanics. I never was quite satisfied with it--I dislike playing aggro to begin with, and they just are a subpar creature type.

Moonmist and Immerwolf are auto-includes in any werewolf deck--you cannot afford to transform your werewolves by wasting a turn not counting spells, and an opponent hitting their second spell to transform your wolves is far too easy in the mid to late game.

Otherwise, I would focus on low converted mana cost werewolves. As with any aggro deck, your goal should be to flood the board as quickly as possible. Mayor of Avabruck  Flip, Reckless Waif  Flip, Village Messenger  Flip, Wolfbitten Captive  Flip, and Kruin Outlaw  Flip are all solid options. Your curve should top out at 4, with the bulk of your creatures in the 1-2 mana range. Your little creatures can quickly become big, game-winning ones, so you do not need to have expensive-to-cast bombs.

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