Wolfbitten Captive

Back:

Krallenhorde Killer

Legality

Format Legality
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Dark Ascension (DKA) Rare

Combos Browse all

Wolfbitten Captive

Creature — Human Werewolf

{{1}}{{G}}: Wolfbitten Captive gets +2/+2 until end of turn. Activate this ability only once per turn.

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

Price & Acquistion Set Price Alerts

DKA

Ebay

Recent Decks

Wolfbitten Captive Discussion

passascats on Zada's Unlimited Wolf Works

3 months ago

I'm not a huge 60 card constructed player, so I don't know how valuable my advice is, but here are my thoughts:
The double splash is going to be hard on your combo. When you want to combo out you need as few pieces as possible, as consistently as possible. I would consider cutting Feat of Resistance for something like Enter the Unknown. While it's only a Sorcery, it lets you get to Zada quicker, combos with Zada and Silverfur, and can perma-pump creatures. I would probably cut at least 2 of the Lambholt Pacifist  Flip if not all of them. Your turn ones are going to be slow cause all your CMC 1 cards are target instants or sorceries, I think this is making your mana curve look deceptively low. You really aren't doing anything till turn two. I would consider Kessig Prowler  Flip or Wolfbitten Captive  Flip to replace the Lambholt Pacifist  Flip, it gives you a turn one creature, which makes a turn two cryptolith better, gives you an early target for your pump spells, and both scale if you end up mana flooded late game.
You might also want to consider Vines of Vastwood. It can provide good protection and pump in a pinch.
Good Luck!!

MythicMeadow on Acadian Call of the Wild

3 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

3 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.

cdkime on Wolves & Werewolves

4 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.

cdkime on Wolf Lord

5 months ago

First off, welcome to Magic!

Here are my thoughts after looking at your deck:

  • Moonmist is a necessity for Werewolf decks. I would recommend cutting Waxing Moon for it.

  • 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.

Bjornis on Red-Green Werewolves

5 months ago

What format is this deck for? If your plan is to build this deck for standard then you should know that all the cards in this deck except Tormenting Voice and to my surprise Oakenform have rotated out of the format. Honestly if you want to build a somewhat good werewolf deck I think your format is EDH where you can use Ulrich of the Krallenhorde  Flip as your commander. It would probably not be great, but fun and flavorful.

Regardless of this there are some things you should do be doing to make this build better.

  1. Cut your deck down to a 60 card mainboard and a 15 card sideboard this helps with consistency.

  2. Second get your curve lower, cut down on 2-drops and add in some 1-drops to make your deck faster. Personally I would run 4x Wolfbitten Captive  Flip and 4x Village Messenger  Flip. Also Sage of Ancient Lore  Flip is a bit awkward I don't really see it being worth the 5-mana. I would consider adding in Mondronen Shaman  Flip and Ulrich of the Krallenhorde  Flip. Really the best card for this deck is Huntmaster of the Fells  Flip but it is quite expensive.

  3. Add in some dual lands like Rugged Highlands and Evolving Wilds, even if they dont give you mana immediately they do make your deck a lot more consistent.

All around there is a lot of room for upgrades, but it seems like it would make a fun deck with a little overhaul. Happy brewing!

Load more