Maybeboard

Instant (1)

Enchantment (1)

Sorcery (1)


The commander has to be Tovolar, Dire Overlord   for a tribal werewolf deck. The CMC is low for multiple plays and can transform "ALL" werewolves old and new. The new time of day mechanic throws some sync off from some older werewolf cards, but some of the older ones are still fantastic plays and overall werewolves just tend to complement other werewolves. This should be understandable just by looking at Immerwolf, Silverfur Partisan, and Mayor of Avabruck  . Some of the new cards even help out as well to punish players for playing too many spells. Curse of Shaken Faith is a clear support for old werewolves as well as new of course. This in combination of Mondronen Shaman   will make other players think about if the damage is worth forcing the transformation back into humans.

This deck is about power. The typical green mechanic of high power creatures with trample is expected to be exploited to spill over as much damage to the player as possible. Red is used to provide a little extra power boost, but mainly to give first strike, generally saving a low toughness creature from being wiped out, while taking out an opponents creature. In general, with just a couple enchantments and/or with support from creature cards like Instigator Gang  , attacking will be extremely punishable to opponents.

Flying is complicated for tribal werewolves. This is mainly addressed with Bow of Nylea, Daybreak Ranger  , Atarka's Command, and forcing fights between creatures. So this deck is not completely helpless. The idea was to add some defense that does not take away from the overall goal of just dishing out the damage. Cards like Winds of Qal Sisma and Moonmist will act like a super Fog by negating opponent damage and allowing yours to go through. So it is a good defense as well as a way to just wipe out opponent creatures.

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93% Casual

Competitive

Revision 5 See all

(2 years ago)

+1 Embercleave main
Date added 2 years
Last updated 2 years
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

7 - 0 Mythic Rares

18 - 0 Rares

21 - 0 Uncommons

19 - 0 Commons

Cards 100
Avg. CMC 2.91
Tokens Day, Night, Wolf 2/2 G
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