EDH Werewolf tribal, always a bit of a challenge to put together because it needs to deal a lot of damage fast. And even if werewolves are fast, they're gonna need a bit of help to deal with EDH's lifepool and other shenanigans.
our Commander is
Xenagos, God of Revels
. where-as
Ulrich of the Krallenhorde
would be a fun choise for a commander, and i highly recommend switching the two in more casual, fun-based games against decks with a lower power-tier. But the old wolf is just overshadowed in every way by the God of revels. having a doubler ready as our general that also gives haste is exacly the sort of tempo we're looking for. not only that, but it has a fun interaction with our werewolves and the devotion. Werewolves loze their devotion on the flip, meaning that Xenagos will go offline, but you have a bunch of werewolves out for blood. If the wolves then flip back, Xenagos wakes up and we suddently have a 6/5 beatstick ready to smash face. this can make our opponenents actually think a bit more about flipping our creatures.
Damage doubling is the strat here. we're gonna want to slam in for lethal damage fast. and with 40 life to slam through we're gonna need all the damage we can get.
Rage Reflection
gives everything we have double strike. exacly what we're going for, also shuts down those pesky deathtouch creatures.
Gratuitous Violence
and
Curse of Bloodletting
are the other key doublers.
Now our deck also wants it's creatures BIG.
Instigator Gang
and
Mayor of Avabruck
are exelent lords.
Curse of Predation
litters +1/+1 counters all over our creatures
Kessig Wolf Run
can get out of hand FAST as your mana-pool grows
now doubling damage and buffing creatures is fun and all, but we're still gonna need to get past all the chump-blockers our opponents might pump out. Luckily Green/Red absolutely LOVES to trample and this deck is no exeption.
Full Moon's Rise
and
Howlpack Resurgence
are tribal staples, 0 reason not to run these two cards.
Nylea, God of the Hunt
is our second god and another solid trample enabler. not to mention that she can buff creatures by +2/+2 (at the expensive cost of 4 mana, but it's a good sink if you aim to flip your creatures)
Breakneck Rider
gives our creatures trample when they attack (which conveniently enough is the only time we need it). and they get an additional attack to boot! even better is that
Neck Breaker
doesn't even have to attack himself
now Double strike and Trample are our main keywords we want. But we have a few others here worth mentioning.
Bow of Nylea
gives Deathtouch. this together with the Trample cards we have is a serious force to recon with. let alone if we put our double strike in the mix.
Fires of Yavimaya
for Haste. we're a tempo deck, and Haste is what every tempo deck wants. And the +2/+2 buff on sac is a nice little burst of damage in a pinch.
Pyreheart Wolf
and
Terror of Kruin Pass
give our creatures Menace. not the greatest evasion but it'll do it's job for our huge wolves.
Asceticism
for hexproof as well as the option to regenerate wolves for 2 mana.
flip triggers. we do want our puppies to because proper puppies after all.
Vildin-Pack Alpha
instandly flips every wolf we play.
Immerwolf
Makes sure our wolves stay wolves.
Moonmist
is an auto-include in every werewolf deck. amazing flip-trigger AND combat-trick in one card!
Ramp. We're a green deck, we ramp. it's pretty much green's thing.
Cultivate
and
Rampant Growth
are just solid ramp.
Skyshroud Claim
can fetch our
Stomping Ground
,
Cinder Glade
and
Sheltered Thicket
. Not to mention that if we just need more basics they enter untapped.
just as every deck in EDH ever, we need our removal. unfortunately neither Green nor Red is very good at removing creatures. we primeraly use fight triggers to deal with creatures
Prey Upon
and
Setessan Tactics
are our Primary fight enablers.
Nightfall Predator
has a built in fight trigger for just one red mana. exacly what we need.
Other removal.
Decimate
is easily the best removal spell this deck runs. a well timed Decimate can easily secure a win.
Moonlight Hunt
is surprisingly reliable. send out all your wolves to murder a high priority taget without any
reprocutions for your wolves.
Rabid Bite
is pretty much it's little brother. still reliable but a tad bit weaker.
Beast Within
pretty much the only solid green removal spell. giving your enemy a little 3/3 beast is just a midnight snack for our wolves.
Artifact hate. as a red deck we DO have acces to a lot of artifact hate. if nothing else this is exelent for murdering all the mana-rocks our opponents have.
Werewolf Ransacker
kills an artifact and burns the controller on a 5/4 body.
Hull Breach
kills artifacts, enchants or both. Need i say more?
Krosan Grip
here because Split second.
Wrath spells. we don't have many, but what we have will be a gift from above.
Alpha Brawl
is expencive, but can very often resault in a one-sided whipe.
Blasphemous Act
shoots 13 damage to everything and can get pretty cheap. And let's be honest, 13 damage is gonna kill just about anything ever.
now for our 2 selected planeswalkers.
Arlinn Kord
HAS to be in here, because she's the only werewolf planeswalker ever. can enable vigilance, haste, trample, various buffs, tokens, damage and an exelent Emblem.
Domri Rade
filters for creatures and fights stuff. pretty much all we need. Now getting the emblem is never ever a bad thing but a bit difficult to get.
and with that we still have a few slots for utility cards.
Card draw, again we don't have a lot but it's better then nothing.
Silverpelt Werewolf
draws us a card when she damages somebody
the newest additions in my deck is are the new draw cards,
Elemental Bond
triggers on 11 of the 22 included creatures, that's reliable enough.
Rishkar's Expertise
is the best burst-draw in the deck. the creatures get REAL big, real fast. then i get to cheat out any one creature i draw into, as they all fall within the CMC cost.
and last but not least
Reforge the Soul
because Wheel of Fortune is WAY to expencive. and if we reach turn 5 or so, my hand will be mostly empty anyway so paying 5 mana for a refill is never wasted. And getting it for a Miracle cast is only better.
Sylvan Library
is our best draw enchantment in the deck, let's us dig through the top three cards as well as outright keep them all (for a fair chunk of life, sure. but we should be fast enough that this doesn's matter)
Green Sun's Zenith
,
Worldly Tutor
and
Signal the Clans
are our tutors. Now we don't really run creatures we're gonna tutor every time 100% of the time, but being able to tutor is always a huge help. And because non of our creatures are must-have fetchers, Signal the clans pretty much only has a slight randomising element to it, but otherwise is reliable.
Blood Moon
is currently still on trial-mode. it's a VERY powerful card, and my deck needed more threats on the field. It's primeraly in here because of the absurd amount of control in my local meta. and setting them back almost ALL their mana sounds exacly like the card i need.
War's Toll
is in here for very much the same reason as Blood Moon. Leaving all those pesky control decks without ANY mana past the first main phase is gonna be a huge breath of fresh air in my own turns. also effectively cancels out any counterspells those pesky blue players trow your way.
and that's about it.
The deck does it's job fairly well as it is now, but can still use tweaking and tuning as it still struggles against decks that break tempo or have a lot of creature control.