Wolfbitten Captive

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Krallenhorde Killer

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Custom Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker 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.

Wolfbitten Captive Discussion

ClockworkSwordfish on Lightwood Pack

3 months ago

A 60-card deck like this will definitely want 22 - 24 lands. Currently, every one of your lands come into play tapped - this is something you want to minimize, since you will always be one turn behind mana-wise. I'd aim for 15 Forests, 4 Plains and 4 Blossoming Sands.

You'll also want to lower the curve. I wouldn't feel any need to run Caged Sun in a deck like this: once you have six mana, you can play any of your cards very comfortably, so doubling your mana isn't such a big deal. Meanwhile, there are much cheaper ways to give your creatures all +1/+1. Arlinn, Voice of the Pack is likewise somewhat underwhelming for six mana. You'll probably want some one-mana creatures in there, and I'd recommend things like Kessig Prowler  Flip, Wolfbitten Captive  Flip and/or Young Wolf . Hopefully this helps smooth things out!

abbatromebone on Advertise your MODERN deck!

4 months ago

Akromathia you need 4 immerwolves, to keep them from flipping back. Id consider more copies of Moonmist because it flips everyone, and its a good combat trick. - You want the human version to be not as weak so cards like Reckless Waif  Flip are good to run 4 copies. Thats why Wolfbitten Captive  Flip is also good. - Cheaper creatures is also amazing so I would run 4 Duskwatch Recruiter  Flip - Mayor of Avabruck  Flip gets out of control if you dont deal with him, as well as keep your humans alive before they transform. - Huntmaster of the Fells  Flip helps you keep the battle field so 4 of him is not bad also - Instigator Gang  Flip is an interesting card. I would run 1 or 2. - Moonlight Hunt this card is run sometimes. I like it in the SB for when you have to deal with big creatures. - IF you can afford it Cavern of Souls is amazing,. - your maybe board contains lots of spells. I love the want for burn but here is bad. You want to keep your cards flipped and you wont always have immerwolf sadly. Id pull out every spell that isn't bolt (simply its the best red removal). Keep Moonmist as well. Isochron Scepter is a mainboard card and not great in this deck. - Destructive Revelry is a good card. Just think of the enchantments that hurt you. I don't forsee to many. Maybe only run 3. I say enchantments because there are better artifact hate cards.
- SB suggestions: Grafdigger's Cage is always good for grave hate for non-white decks. Pithing Needle can really help in some games. Blood Moon can win games, just be careful so you don't screw your self over. Choke if you really want to piss blue players off.
- Rhythm of the Wild might be a good replacement for your current enchantment.

Akromathia on Werewolves - Beleji Sirieten (5.2)

6 months ago

ABlindOrph4n

Reckless Waif  Flip has always been part of the “maybe list” for this deck. I really like her, but in practice she was usually “dead meat”. She would die so easily that sometimes she was not even worth the trouble. In comparison Village Messenger  Flip had haste and evasion once transformed, this replacing her for good. Now with the inclusion of Rhythm of the Wild , she is way more appealing, and she has been moved to the side board. This lets me “transform” the deck into a way more aggro deck if needed, replacing some 3 or 4 mana drops.

Again, on Moonmist , great card, but not as good as a remove spell on the spot, or that burn spell that gets the last couple of life points off your opponent. However I have found it to be an amazing sideboard option.

I have been testing Wolfbitten Captive  Flip extensively. So far the results are a mixed bag, but I am definitely considering to add him as a main deck or at least as a side deck option.

Thank you very much.

Akromathia on Werewolves - Beleji Sirieten (5.2)

6 months ago

CasualCucumber

Solitary Hunter  Flip is there for the extra punch that gives the deck later in the game. What should I replace it with? Wolfbitten Captive  Flip?.

Moonmist is great indeed, however I have found myself needing more the spot removal. While playing the deck, I usually mix 1-3 copies of this for the second or third match depending on the kind of deck I am facing. If I were to put it in the main, what would it replace?

Thank you.

CasualCucumber on Werewolves - Beleji Sirieten (5.2)

11 months ago

I would personally cut Solitary Hunter  Flip.

Wolfbitten Captive  Flip is a nice turn one card and Moonmist should be moved from your sideboard to your main deck.

theETG on Cosmic Wolves

11 months ago

This looks like a really good first draft! There are a few suggestions I'd like to make.

First, I'm not sure if Riku is the best commander for this deck. He'll make tokens for all of your creatures, but none of those tokens will get to transform. That having been said, you do have a few cards, like Parallel Evolution and Parallel Lives that play well with him. But I think removing the token theme altogether will give you a more streamlined deck. Although you should always run Rite of Replication, imo. In the spirit of keeping with your Blue/Green/Red colors, I'd recommend Surrak Dragonclaw. It's most likely you'll want to win games by getting in with creature damage, and giving everything Trample is a great way to make sure you'll be able to connect your swings. Protecting your creatures from counterspells is a nice little bonus.

I also think you're running too many lands. You should probably only have between 38-42. If you're worried about mana problems, run a few ramp spells, like Cultivate and Explosive Vegetation.

Werewolves are a small tribe, and don't get as much love as other tribes, but there are a few cards that you could add still. Lambholt Elder  Flip, Afflicted Deserter  Flip, Scorned Villager  Flip, Wolfbitten Captive  Flip, and Kessig Forgemaster  Flip would all make welcome (not to mention inexpensive) additions. Since you're running Blue, you could also justify putting in a few more clone creatures like Altered Ego. Check out Phantasmal Image, Quicksilver Gargantuan, and, of course, Clone. There are a number of these kinds of creatures you could include if you're willing to look into them. The best part? If they enter as a copy of a transformed werewolf, if something would cause them to flip back to human, they remain in wolf form instead! Also, consider Alpha Brawl. It's very on theme, and, more importantly, it's really funny.

I'd also recommend adding some answers to your opponent's threats to your deck. You have a couple of ways of dealing with creatures, but against artifacts, token armies, and decks that rely on fliers, you might have a hard time. Check out Ancient Grudge, Vandalblast, Beast Within, Cyclonic Rift, and Blasphemous Act as potential answers, or consider other options you might have.

Also, this is just a footnote, but I'm not quite sure what Bonus Round does for your deck? It only interacts with seven other cards in your current decklist, and of those, only three are really worth spending the extra mana on. I think it's an easy cut.

mrfab13 on IDK MODERN

1 year ago

Atarka's Command, Bloodbraid Elf, Collected Company, Damping Sphere, Domri Rade, Vivien Reid, Garruk Wildspeaker all seem playable.

Village Messenger  Flip is the only worthwhile 1 drop, Wolfbitten Captive  Flip agaainst a slower deck is debatable

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