Young Wolf


Format Legality
Pre-release Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Casual Legal
Pauper EDH Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Dark Ascension (DKA) Common

Combos Browse all

Young Wolf

Creature — Wolf


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Young Wolf Discussion

thewyzman on Vorel of the Simic

6 days ago

Alright, lemme hit a few notes here for the sake of discussion; Keep in mind that I'm only sharing my opinions and wholeheartedly appreciate everything you have to offer. Here's some respectful rebuttals for discussion:

Progenitor Mimic is more for copying things like Master Biomancer, Reclamation Sage, and stuff like that. Clever Impersonator is used on stuff typically not mine, mostly a value play to copy enemy fatties, artifacts, or planeswalkers (and actually won me the game i mentioned above by doing the latter).

Trinket Mage is in mostly to get the Ring or the Top, but i see your point. Initially I was thinking of something like Woodland Bellower into Trinket Mage into one of the abovementioned, just a little value play to pump my board, but that all doesn't feel in line with the counters strategy, but rather more of a control'y type maneuver.

Death's Presence is on a very short list of cards i have on hand, itching hard for a spot in the deck - but the reason it didn't make it is because of how situational it is, needing a creature to die, and a creature to absorb the counters, what feels like a flimsy situation in some games. Master Biomancer just felt more useful as a creature on board for less mana and a more consistent effect.

Lorescale Coatl caught my eye as well, and has been removed from the list as it really is just too slow (not that this deck is very fast to begin with).

Oran-Rief Hydra isn't indicative of any intended sub-theme, but rather a trampling hydra, a really budgeted placeholder for Kalonian Hydra.

I had considered Tuskguard Captain, but it's so much more effective to have flyers than tramplers, and having a guy that i need to tap to add counters to itself seems FAR too cumbersome.

With this deck hosting 30'ish creatures, and almost guaranteed a blue player at every table, i feel the need to make my creatures uncounterable, over untargetable. Nothing feels worse than trying to play a big dude just to have it countered and your turn wasted. Archetype of Endurance is in and out of this deck as much as any card, but it was easier for me to justify Asceticism (not that redundancy is a bad thing), it just feels flimsy to drop 8 mana into a creature that will more-than-likely face a Counterspell.

Young Wolf is a turn-1 play to get me on board. i have no intention of placing counters on it before its first undying trigger (think early chump blocker). Zameck Guildmage is little more than a draw engine, I'd rarely ever consider its first ability, I just want to keep cards in my hand.

I recognize the need for ramp, I just hate drawing those cards late game. Likewise, spending too much time ramping early tends to cost valuable early tempo and by half a dozen turns i have mana, but I've fallen well behind on board and am now at the mercy of my draws (or maybe I've just had some very unlucky experiences).

PrehistoricMan on Vorel of the Simic

1 week ago

first of all i really like the deck and the monstrosities it produces. i personally play EDH casually with a group of friends and therefore is everything i know based on my experiences there. my very first deck i ever built was Varolz, the Scar-Striped and it did similar things with all sorts of hydra's and counter doublers. this deck never won. the reason was that i needed several turns to get out a big dude, only to have it struck by Anguished Unmaking. for these kinds of decks you need explosive turns where once you're set up, you can keep going each turn untill your opponents are trampled over. the first thing that came to my mind was Everflowing Chalice or Gyre Sage. combined with Sword of the Paruns a gyre sage that taps for 4 green mana becomes an infinite mana source. Mistcutter Hydra could now be a hasty 10000/10000 coming at your unsuspecting opponents. Gemstone Array is really usefull when you are producing immense amounts of mana, for you can use it as a converter to make UG for vorel.

untappers you can use multiple times in a turn if you have the mana: Filigree Sages, Thassa's Ire, Sword of the Paruns

counters that can be doubled and used as mana just so they can be doubled again: Gyre Sage, Everflowing Chalice, Crystalline Crawler, Astral Cornucopia

now we are creating big mana (remember, there are so many ways of doing this, i just happen to like these ones) its time to look at the creatures that benefit from this and the creatures that are too slow.

i'm just mentioning things that i think need to be replaced, if a card is not mentioned, it can stay imo.

Clever Impersonator and Progenitor Mimic. copy effects dont copy counters on a card (as written in rule 706.2) so they have no real value in the current deck and should be replaced.

Trinket Mage: are Sol Ring / Sensei's Divining Top important enough to have this card in your deck? i think not. (remember, opinions)

Master Biomancer: currently you have no effective ways of adding power to your creatures that do not generate +1/+1 counters by themself. therefore you should either remove Master Biomancer or add cards like Death's Presence.

Lorescale Coatl, since your carddraw is limited this card is too slow.

Oran-Rief Hydra i smell something of a mini landfall subtheme in the deck as it is, however this isnt what you currently are trying to do so that makes this card way too slow.

Sapphire Drake: an alternative would be the outlast creatures e.g. Tuskguard Captain its way cheaper and does the job. alternatively you could run them both.

Sphinx of the Final Word: are your instants and sorceries the things you win your games with? i think the answer would be: no, my creatures are going to win the game for me. therefore i would replace this card with Archetype of Endurance if protecting is what you want to do.

Young Wolf: loses its undying ability if a counter is placed upon it before it dies. replace with Servant of the Scale

Zameck Guildmage: probably too slow.

add-in replacements could be: Champion of Lambholt, Fertilid, Forgotten Ancient, Phantom Nantuko

lastly, 37 lands is fine, but the amount of ramp is not. Nature's Lore and Chromatic Lantern are the only cards that make sure you have your lands. you have green, so add cards like Cultivate, Kodama's Reach, Rampant Growth, Explosive Vegetation. also a Simic Signet is nice to have.

this deck can go anywhere and i had lots of fun trying to figure out a path to playing fun games, i realise that i have been rambling on and on so i would really appreciate your opinion on the matter.

Austin_Smith_of_Cards on Chestburster 2.0

2 weeks ago

Emerge is a pretty fun mechanic to play around with, and the synergies with undying is an interesting angle.

I'd add a playset of Ancient Stirrings as a powerful 1-drop that can grab your emerge creatures off the top or find a land you need.

You need to add some more early drops so you can be doing something for the first few turns. Young Wolf and Strangleroot Geist are powerful early drops with undying, so you can either block for a couple turns or pressure aggro, and synergise with emerge later on.

You could also add a couple evoke creatures so you can cheaply emerge an Elder Deep-Fiend. Mulldrifter seems like the best option, since it also provides card advantage alongside a hefty converted mana cost. By evoking it and flashing in the Deep-Fiend, you can cast it for only five mana.

For cuts, I would drop your more expensive undying creatures and chaff, so cut Frost Lynx, Primal Huntbeast, Relentless Skaabs, Wall of Frost, and the Woodland Patrol. I would also cut Mockery of Nature since artifact/enchantment destruction is more sideboard material.

JuQ on The Ghave Token Shuffle

3 weeks ago

There are many cards that boost Ghave to the stars. You probably know them, but lets review them just in case you were missing one of them:
Doubling Season, Primal Vigor, Parallel Lives, Anointed Procession, Cathars' Crusade, Seedborn Muse, Dictate of Karametra and never forget Ashnod's Altar (warning! infinite combo enabler) also Phyrexian Altar infinite enabler but not so infinite, like half infinite.
Also work amazingly with Ghave creratures with undying, the lower cost ones are Young Wolf, Butcher Ghoul, Strangleroot Geist, you sacrifice them, and they come back with +1/+1 counter you can remove to create a Saproling and start over again.

The biggest problem is you dont have easy access to haste for everybody in your colors Concordant Crossroads and Akroma's Memorial are your only options. You can instead use Vedalken Orrery and make your infinite tokens before untapping.

They will try to break your combo pieces so some recursion is important I just found this Dwarf and I like her a lot Restoration Specialist but there are a lot of options, you are in the right colors for recursion ;)
If you have a Privileged Position around home looking for a deck, this is that deck.

redknight44 on Holy +1/+1 counters

3 weeks ago

Experiment One, Young Wolf, Vinelasher Kudzu (works well with all those Nature's Lores you have), Strangleroot Geist

If you can get 2 Scrounging Bandars on the field with Hardened Scales, that's an infinite combo.

Austin_Smith_of_Cards on Pauper RG

1 month ago

I'd actually run the Kird Apes in the main and put the playset of Young Wolf in the sideboard. Ape is much more aggressive initially, and Wolf is stronger against control or removal-heavy decks.

Blastoderm is an older, but absolutely gnarly beatstick that's hard to get rid of, and great stats for its cost. Definitely better than the Rubblebelt Maaka, but I'd even run it in the main. Depending on how reliably you think you can nuke artifacts and enchantments with Wickerbough Elder, these are interchangeable.

Taking out Rancor is a mistake. That's one of the best, if not THE best, aggressive enchantments in Magic, let alone Pauper. I'd run it as a 2-of.

But the best card you're not running by far has to be Horned Kavu. Where do I start? Reset a counter on Young Wolf/Wickerbough Elder/Scab-Clan Mauler, play on T2 off of a Burning-Tree Emissary for no tempo loss, return Lightning Shrieker to your hand so you don't have to shuffle it into your library if the game's gone long enough for some reason...can't stress Horned Kavu enough.

Happy brewing!

hungry000 on CoCo Bloodbraid Ball Breaker

1 month ago

I'd play more creature sb cards such as Fulminator Mage for Tron and Reclamation Sage/Thrashing Brontodon for artifact/enchantment removal (Brontodon is probably better since it's bigger and if you flip it randomly with Bloodbraid you won't be sad if your opponent doesn't have any artifacts on the battlefield). Also Scavenging Ooze is GY hate as well as life gain against other aggro decks.

imo, they're better than spells like Abrade and Back to Nature since you can get them with Coco and they help you beat down if needed, so you won't lose any consistency with your aggro plan. just makes the deck more focused overall.

also, is there a reason you have Young Wolf in the sb? I don't really see its purpose.

Barsan on Ghave Guru of Spores EDH v2

1 month ago

Young Wolf, Howlgeist, Strangleroot Geist, Butcher Ghoul and most other creatures with undying would be pretty useful too.

Or just Mikaeus, the Unhallowed

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