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Standard Werewolves

Standard* RG (Gruul) Werewolf

Case6888


Sideboard


Standard RG werewolves:

Built the deck bc my girlfriend wanted to see me smash face w her favorite creatures.

Kinda figuring to play like an aggro deck. Burning defenders out of the way while swinging at life total each turn. Reason for these werewolves is, the eldrazi werewolves might be more expensive to flip, but have no "clause" that makes them unflip. I.e. - using Geier Reach Bandit + Waxing Moon can make any following eldrazi werewolves come out flipped without paying the cost (which puts some of them way above curve)

Any suggestions will definitely be considered(creatures have to follow tribe)

CREATURES:

1 DROP:

Kessig Prowler   - Fills the one drop spot to start the aggro type deck off. The real plus is when it flips. 4/4 for 1 mana, that can only be blocked by one creature. With pump spells, he will be a force to recon with

2 DROP:

Duskwatch Recruiter   - filter the deck(or card draw) & cheaper creatures IF flipped

3 DROP:

Shrill Howler   - Fun 3 drop -> u have a 2/2...ok, I swing w 3/1 Lol. With Howlpack Resurgence on the battlefield, you get a 4/2 trample that cant be chumped.

Geier Reach Bandit   - 3/2 haste is great for curve, but flipped side is real prize. Having eldrazi werewolves come in flipped and no way to unflip is huge.

4 DROP:

Smoldering Werewolf   - helps get rid of would be blockers. Good werewolf to have w Moonlight hunt or rabid bite. Also fits curve.

Tangleclaw Werewolf   - Great defensive werewolf. When flipped, can cause havoc during combat by "having to be blocked". Great way to make even an "army" step aside so you can swing for win.

5 DROP:

Ulrich of the Krallenhorde   - bc it's Ulrich. Period. He is a badass creature and the +4/+4 is amazing lil bonus that can swing a game. During a turn it gets flipped, can be a 10/10 that fights something (get a blocker outta way), then attack(give it trample) and watch your opponent cringe.

"BOMBS":

Decimator of the Provinces the finisher, when casted(even if countered or killed immediately) the entire team gets +2/+2 and trample which is just wow. He comes in as a 9/9 w haste (Def sac a creature to help w Emerge). Also a fun combo could be a 8/8+trample Ulrich (with Waxing moon its possible to have him as a 12/12+trample).

Arlinn Kord   - she is going to be added last one at a time due to not owning any and price. But she can make blockers, buff single/team, or burn something. Amazing planeswalkers for werewolf deck.**update got 1 of 2

SPELLS:

Waxing Moon - basic combo piece w a few select werewolves (geier/ulrich). Giving trample for cheap is nice also.

Moonlight Hunt - with enough werewolves out, easily get rid of opposing creature (could even do enough dmg to even kill Emerakul)

Inner Struggle - high cost removal but takes care of almost all creatures.

Sure Strike - first strike can help save your creature and +3/0 is great for a blocked OR unblocked attacker

Howlpack Resurgence - flash enchantment that gives an "anthem" and trample. Good to surprise opponent with during combat

LANDS

Hanweir Battlements - haste enabler (not for meld)

SIDEBOARD

~~~Most likely swap out Howlpack Resurgence if it's being removed quickly or Sure Strike for diff buff/removal spells~~~

Blossoming Defense - for those people running instant removal against Ulrich or Decimatior, 1 drop hexproof is great. +2/+2 isn't bad either

Nature's Way - giving vigilance(and trample) and most likely removing a creature outta the way for 2mana is a good deal. Can be great late game to full swing while keeping blockers.

Expedite - haste and/or card draw for 1 mana. I'll take it.

Savage Alliance - main spell is the 1 dmg to ALL opponents creatures can help remove tokens and even weak flyers that are out of "reach". Like giving a creature trample also if needed. Escalate is cheap and versatile.

Collective Defiance - main spell is big burn to creature. For an additional mana, dmg to player, and IF the hand is ugly, you could wheel it for new cards. Could possibly wheel a bad starting hand full of only mana or only creatures. (Question mark atm, don't always find useful during games w friends)

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Date added 7 years
Last updated 4 years
Exclude colors WUB
Key combos
Legality

This deck is not Standard legal.

Rarity (main - side)

6 - 0 Mythic Rares

14 - 2 Rares

21 - 10 Uncommons

8 - 3 Commons

Cards 63
Avg. CMC 3.31
Tokens Clue, Eldrazi Horror 3/2 C, Emblem Arlinn Kord, Wolf 2/2 G
Folders Decks, New Deck Ideas, Werewolves, Decks, Standard, w, Werewolves, Werewolves
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