Wolfir Silverheart

Legality

Format Legality
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Leviathan Legal
Legacy Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Avacyn Restored (AVR) Rare

Combos Browse all

Wolfir Silverheart

Creature — Wolf Warrior

Soulbond As long as Wolfir Silverheart is paired with another creature, each of those creatures gets +4/+4.

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Wolfir Silverheart Discussion

zenozia on Were are the Wolves

1 month ago

hi really cute 10$ deck for a werewolf deck one of the most important card is Moonmist and Immerwolf to help you keep your creature in werewolf form

creature: Duskwatch Recruiter  Flip, Mayor of Avabruck  Flip, Immerwolf, only 1 Ulrich of the Krallenhorde  Flip, Huntmaster of the Fells  Flip, 1-2Wolfir Silverheart each one of them are pretty powerfull option if you have them try to put them in to replace the one that you feel or not that good

instant: Lightning Bolt stapple in modern Moonmist, Atarka's Command, Collected Company cost a lot of money but it's really a good card

enchantement: Howlpack Resurgence, Rancor, Full Moon's Rise each one of them are really good choice

planeswalker: Arlinn Kord  Flip

land: Kessig Wolf Run and dual land if you have any if not just put some basic land try to aim to have between 22-24 land

also update your deck list to modern because it's currently in standard :)

elgosu1337 on marwyn?

1 month ago

Really like the deck idea. From testing, you have too many Forests, and you probably need more card draw to storm off. Cut some of the Forests for 1-mana Elves, since those can accelerate the deck while also putting a +1/+1 counter on Marwyn. They would also give you the option of using Skullclamp for card draw. Adding a Traverse the Outlands should also thin the deck a lot. Grothama, All-Devouring lets you draw lots of cards by attacking with Marwyn, as long as you have something to untap her. Greater Good also works well if you can float mana first. Temur Sabertooth is great as well especially with Paradox Engine.

Swiftfoot Boots is a great way to protect Marwyn and give her haste so you can recast her, though you do need enablers like Greater Good or Temur Sabertooth. Concordant Crossroads is another great haste enabler if you only play it when you want to storm off. Akroma's Memorial is worth a shot.

You could try Primeval Bounty as a way to pump Marwyn even more. Also, creatures that pump on ETB, like Wolfir Silverheart, Verdurous Gearhulk, Yeva's Forcemage, and Briarhorn. With enough creatures, Soul of the Harvest, Primordial Sage, and Regal Force can also provide card draw.

MrBodi88 on How do I Mono Green?

2 months ago

My opinion

Get rid of the Viridian Emissary and the Wolfir Silverheart and add 2 x Wurmcoil Engine and either add more birds or arbors or add 2 x Sylvan Caryatid

Otherwise a good budget decklist.

Spazik008 on Need help structuring a Dragon ...

3 months ago

Also if you're looking to get more serious, 80 cards is definitely too many. Frank Karsten wrote a great article awhile ago using math and computers to show how even 61 cards is a distinct disadvantage in the long run. Perhaps instead of a "dragon" deck you could do some good ol' RG ramp into big monsters. There's a modern deck out there right now that uses Utopia Sprawl and Arbor Elf to make big mana quickly, they often top out at Inferno Titan or Primeval Titan, but I've seen lists that use Stormbreath Dragon instead.

As you skill up you'll come to a point where you need to decide on giving up your pet cards. Silverblade Paladin and Wolfir Silverheart were some of my favorite cards ever in standard, hitting your opponent with an 8/8 double strike felt so awesome. But when Standard rotated I looked at the Modern metagame and saw there was no place for them so I put them in the trade binder. This is Magic. You aren't going to play the same deck for the rest of your life. You can have certain cards you like, but recognize their place. I love Dark Confidant, but he has no place in my Legacy Sultai Delver deck. I use him in my Modern Jund, but not Legacy.

MythicMeadow on Acadian Call of the Wild

4 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

4 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.

Faded on RG wolves 2.0

6 months ago

Nice deck, I am also partial to werewolf's. Couple of suggestions:

wolfs: Pyreheart Wolf, Wolfir Silverheart, Young Wolf

ramp: Druids' Repository

draw: Triumph of Ferocity

Not sure you need 42 lands when you your highest CMC is 6, you could easily scale back by 3-5. Elvish Piper and Quicksilver Amulet feel clunky for the same reason, unless you are using them to pop out creatures on your opponents turn.

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