|Commander / EDH||Legal|
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|Eldritch Moon (EMN)||Common|
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Transform up to on target Werewolf you control. Creatures you control gain trample until end of turn.
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Waxing Moon Discussion
2 weeks ago
Your entire enchantment package seems pretty underpowered.
Gruul War Chant is probably the best one, and I can understand why you would run a copy. Just keep in mind that it's overpriced, and that your deck is already prone to make people double block.
Impact Tremors is not overpriced, and it's actually a decent card, but if you don't drop it turn 2, it's probably not gonna be worth its own price. You are not based around token spamming, and the card can only hit people in the face. You shouldn't play it for the same reason you shouldn't play Lava Spike.
Sight of the Scalelords is a little weird. Maybe it's good enough here. But it's a really, really bad card. It only works when your wolves are transformed, at which point, you are likely to be ahead anyways. And it's so overpriced at 5 cmc.
Sunbird's Invocation is cool, and a decent card, but 6 mana is just too expensive for your deck.
Overall, I feel like you should settle down on the werewolf horrors, and go more into the traditional werewolves. When you play them ën masse, they are just way less clunky as a strategy. That would also make Immerwolf way better. (If you wanna keep the horrors at such a high rate, at least get more lands.)
Oh, and get some Lightning Bolts.
1 month ago
I know it's not technically a tribe, but I thought doing a "Kicker" Tribal deck with Hallar, the Firefletcher would be an interesting challenge.
Werewolf tribal would also be interesting, with Ulrich of the Krallenhorde Flip as Commander. Or you could go super janky and add blue to use March of the Machines and Arcane Adaptation to transform artifacts like Azor's Gateway Flip with Moonmist or Waxing Moon.
1 month ago
need to add:
1x Waxing Moon
2 months ago
2 months ago
I would suggest Driven / Despair instead of waxing moon. It does have black in its aftermath side but look no further than the top half (driven). It's strictly better than Waxing Moon in your deck! Not only does it give all your creatures trample just like Waxing Moon but it also gives them an ability where when they damage the opponent, you get to draw cards. The best part though is that it's only about 25 cents a piece. I love the story that goes with this deck, and I wish you the best of luck in your future endeavours.
5 months ago
Thanks for the feedback.
Most of my werewolves aren't actually human so I am not sure Moonmist and Immerwolf would be too helpful, but i think i will get some to play around with. Geier Reach Bandit Flip is what i use to accelerate and Waxing Moon to flip it or others after i have Vildin-Pack Alpha. I already am planning on getting Rootbound Crag but i don't think i can justify the others as I don't play too competitively. Ulvenwald Captive Flip i am pretty iffy on, but i had some to fill out and was thinking of dropping them for something else? Wolfkin Bond i may get rid of, and reduce some of my other creatures to get some Springsage Ritual and Prey Upon to get rid of troublesome permanents.
5 months ago
First off, welcome to Magic!
Here are my thoughts after looking at your deck:
Immerwolf does pretty much everything you would want in a Werewolf deck. Want a 2/2 creature with evasion? Immerwolf has that. Want to make your other creatures bigger? Immerwolf can do that as well. Do you want to cast two creatures in the same turn, but do not want your creatures to transform, or do your opponents have numerous low-cost spells, making it easy for them to neuter your wolves? Immerwolf will ensure your army stays in its enraged state. The fact it only costs three mana is really the icing on the cake.
Werewolves are a pretty awkward tribe (arguably one of the worst in-game, though their fairly unique tribal mechanic is a bit interesting). They are aggressive, but require significant investment to transform them/keep them transformed. Wolfbitten Captive Flip gives you some presence in the early game, as you can cast it for , fielding it early, and even serves as a mana sink in the later game. Village Messenger Flip gives you immediate attacking power on the first turn, and has some evasion later.
Your manabase can use some work--werewolves already have speed issues, and lands entering tapped will only exacerbate that. As a budget option, I would suggest running 4 copies of Rootbound Crag and four of Karplusan Forest. Four Wooded Foothills and four Stomping Ground would be ideal, but pricey. For your other lands, you can get away with using basics.