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Modern werewolf deck build around immerwolf

Always try to start by playing Reckless Waif  , provided that you get to play first, she will be very dangerous to players who don't necessarily have a very fast deck. Wolfbitten Captive   Is less ideal but a fine turn one play, starting off with a red mana source is important since it gives us access to our stronger werewolves. If neither of these are available Neglected Heirloom   is still a option.

Turn 2, your first focus should be to play the Mayor of Avabruck   as he is one of the major threats to your opponent whilst still looking harmless enough on his own. if you can't though, it would also be good to play a Scorned Villager   to set up your forces.

At turn 3, you have the option to either play an Immerwolf, a Geier Reach Bandit   or a Kruin Outlaw  . While all of them are good, it really depends on what your goal is, considering your opponent's strength and abilities. Prioritizing the Immerwolf would be the safest option, his role is to boost your creatures as well as making sure your puppies are as big and bad as possible while ensuring that they stay that way, meaning that any mistake your opponent makes that would help you transform your werewolves is fatal as long as the puppy remains on the battlefield. The Geier Reach Bandit   and the Kruin Outlaw  , on the other hand, are strong but can be most useful in the following combinations: Geier Reach Bandit   + Immerwolf, this combination works mainly to make your game much faster as you can transform your bad boys instantly when you play them and don't have to worry about the "2 spells rule" that can ruin your strategy otherwise, most deadly when you have Arlinn Kord   for the added strength and haste. If your turn one hand was lacking hopefully you got to play at least 2 of your one drops by now or a one drop and Scorned Villager  . If that is true this opens up the possibility of casting a planeswalker or flashing in Howlpack Resurgence during an opponents turn, which is instrumental to our mid game board state.

By turn 4 you should already be setting up your combos, with 3-4 creatures in play and at least one creature/enchantment that buffs your humans/werewolves. You should have enough strength on the board to deal at least half their remaining life to your opponents provided you have been transforming successfully with a few of your one drops

If you hadn't won yet, turn 5 gives you lots of options for how to finish off your opponent or transition to the midgame. At this point in the game you should be sitting pretty with 3+ creatures, at least one werewolf buff, and in hand a planeswalker/Neglected Heirloom   or instant to seal the deal.

Your noncreature spells are here to make sure you and your pack of buddies don't die by the time your are deadly enough to end the game. Moonmist and Howlpack Resurgence being the most useful. Moonmist allows you to surprise your opponent during their battle phase by blocking all of their attacking creatures, killing most of them as your werewolves can use their optimal strength, and securing mostly all of yours as the effect protects them from damage dealt by creatures other than wolves and werewolves, leaving your opponent open to your attacks. Howlpack Resurgence gives your creatures a bonus of +1/+1 and trample, which alone, is enough to make your opponents hate dogs for the rest of their life. Blossoming Defense is here to make sure your opponent doesn't have any surprise burn/recoil threats to your creatures.

If your opponent has a deck that tries to recoil/counter your werewolves Guttural Response and Savage Summoning are here for those pesky instants. Atarka's Command and Moonlight Hunt will give you some flexibility for dealing with large threats or a heavy flyer deck. Fury of the Horde is a win condition in itself and can be played as early as turn 4 if the board state is favorable.

Thank you to all the similar werewolf decks on tappedout.net that provided inspiration and guidance for this deck, as well as the Magicdeckbuilding community on reddit! for their advice.

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Date added 7 years
Last updated 6 years
Legality

This deck is Modern legal.

Rarity (main - side)

3 - 0 Mythic Rares

21 - 6 Rares

20 - 9 Uncommons

6 - 0 Commons

Cards 60
Avg. CMC 2.05
Tokens Emblem Arlinn Kord, Plant 0/1 G, Wolf 2/2 G
Folders Modern, look at
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