Description

The Awakening of the Lycans

A Deck Based on the Werewolf Tribe

Deck Strategy

Below I have included some of the main ways to play this deck with the most important interactions and some examples.

  • In order to transform our werewolves no cards must have been played in a single turn. This can either be achieved by not casting something on your turn or get lucky that our opponent can't cast something on their turn.
  • With this in mind we can either choose to play as many wolves as we can and then cast Moonmist, or we can choose to cast nothing on our turn and instead cast Howlpack Resurgence or Lightning Bolt on our opponents turn. If we want our wolves to perform optimally then we need to get lucky that our opponent is missing some land drops or spells to cast.
  • One strategy is to focus on producing a lot of wolves with cards such as Mayor of Avabruck  Flip, Huntmaster of the Fells  Flip and Arlinn Kord  Flip together with Immerwolf and Howlpack Resurgence. This way we can rather quickly overwhelm our opponents.
  • Another strategy is to get early board presence with the haste wolves Village Messenger  Flip and Geier Reach Bandit  Flip. If the bandit then flips we can cast Huntmaster of the Fells  Flip and transform him directly. With multiple bandits we can transform him even more times and this way get a lot of enter the battlefield triggers. This won't work if we have Immerwolf in play.
  • We can also create one big creature by equipping Neglected Heirloom  Flip on one of our human side werewolves. The best target would be Kruin Outlaw  Flip as she can very quick deal a lot of damage. With a flipped Mayor of Avabruck  Flip and Howlpack Resurgence we suddenly have a 8/8 with double strike and trample. This way we can swing for 24 damage on turn 4 with only three creatures in play if our opponent does not cast anything on his own turn 2/3 and turn 3/4. Otherwise we instead would need to cast another Mayor of Avabruck  Flip and then Moonmist, preferably after blockers are declared, for a total of 17 damage on turn 4 without trample. Our werewolves would now flip back to their human side on our opponents upkeep.
  • With the new planeswalker rule we can have both Arlinn Kord  Flip and Arlinn, Embraced by the Moon  Flip in play, as lon as we don't transform any of them. This way we can increase the loyalty on Arlinn Kord  Flip while our opponent try to focus Arlinn, Embraced by the Moon  Flip and then when the latter dies we can transform and next turn hopefully use the -6 on the former. Of course you should transform one of them if it would otherwise be advantageous.
  • This deck can have trouble in dealing with creatures with flying. I've because of this included Daybreak Ranger  Flip specifically for these encounters. If they should not be enough we can add some more removal to the deck such as Beast Within and Moonlight Hunt.

Deck Breakdown

The cards that are used in the main deck are discussed below.

Creatures

  • Duskwatch Recruiter  Flip - On it's human side the recruiter can help us get more creatures to our hand while also bringing a solid body to the battlefield for 2 mana - I'm looking at you Mayor of Avabruck  Flip. When it flips it instead reduces the cost for our creatures by . This speeds up the deck so that we can get our wolfpack on the field much faster.

  • Geier Reach Bandit  Flip - The bandit has haste on it human side, which is great. It's true power is on its back side as she allows us to transform our other werewolf as soon as they hit the battlefield. So if you have trouble flipping your wolves, this is the card for you!

  • Huntmaster of the Fells  Flip - On it's own the huntsmaster works wonders. As a human it gives us a 2/2 wolf and 2 life. As he transforms he deals 2 damage to an opponent and 2 on one of his creatures and gains trample. By alrady having a flipped Geier Reach Bandit  Flip on the field we can trigger both of the huntmaster's abilities. Immerwolf sadly will not let him flip to his human side again, once in the pack you're not going back. Though he still gives us good value for only .

  • Immerwolf - He is the decks pack leader and makes sure the our werewolves won't become human again. Though he is not a werewolf himself he still gives all our werewolves and wolves a +1/+1 boost.

  • Kruin Outlaw  Flip - On it's own this card might not pack so much of a punch. Though together with other wolves and anthems this card will be a game finisher on it's night side.

  • Mayor of Avabruck  Flip - On his human side he also gives +1/+1, but only to humans. As he flips he instead gives +1/+1 to our wolves and werewolves while also generating a 2/2 wolves at our every end step. Get him out early and start generating some wolves!

  • Village Messenger  Flip - 1/1 for with haste is great to deal some early damage. On his night side he has menace instead which makes him a bigger threat once he gets some buffs from the other wolves.

Artifacts

  • Neglected Heirloom  Flip - Because it only costs to cast and to equip we can, hopefully, equip this on a human before he flips. While flipped it gives +3/+3 to equipped creature, by giving the heirloom to Terror of Kruin Pass  Flip you truly have a beastly lycan in play.

Planeswalkers

Instants

  • Lightning Bolt - 3 damage for is superb. While Moonlight Hunt suits the theme more it is included in the sideboard instead for extra removal.

  • Moonmist - Are your werewolves underperforming? Is your opponent constantly attacking with everything? Fear not, Moonmist is here! Simply cast it, block some of their creatures to kill them off and later, on your turn, you have strong creatures and they have no blockers! It can be used on your offensive as well, you control the fight! Also, using Moonmist on planeswalkers like Jace, Vryn's Prodigy  Flip kills them instantly because they never get any loyalty counters.

Enchantments

  • Howlpack Resurgence - While costing more than Full Moon's Rise it instead has flash (!) and gives +1/+1 and trample to wolves and werewolves instead of +1/+0 and trample to only werewolves. We won't have the regeneration effect but we can more easily flip some werewolves by casting Howlpack Resurgence on our opponents turn instead.

Lands

Budget

  • Full Moon's Rise - I've tried the Isochron Scepter + Moonmist combo, which can be very strong, but I did not find it much to my liking. This is because my playgroup already finds Moonmist to be too strong and I would like to keep this deck on a more casual level. If you like the idea of casting Moonmist on almost every single turn then you should try it out.

  • Full Moon's Rise - Does not give wolves the buff and cannot be flashed in as deck:Howlpach Resurgence can but it can regenerate all werewolves. What effect is more preferable depends on the meta the deck is played in.

  • Breakneck Rider  Flip - A front side 3/3 for is not great but alright. It's as he transforms that he starts to shine. He then becomes a combination between Full Moon's Rise and Instigator Gang  Flip.

  • Instigator Gang  Flip - The gang is rather weak in its human form but can win us games when he is transformed. He does not give trample to all creature in the way Neck Breaker  Flip does but he is much better at boosting our wolves.

  • Lambholt Pacifist  Flip - As a 3/3 for on its human side this card brings alot of value to the board. It won't be that hard to get a 4/4 werewolf in play.

  • Mondronen Shaman  Flip - Used for it's night side to punish decks that play many spell in a single turn.

  • Hermit of the Natterknolls  Flip - If you are facing a control heavy meta this card can help you by drawing new cards.

  • Reckless Waif  Flip - Previously occupied the mana creature slot which is now replaced by Village Messenger  Flip. While the waif has a stronger night side she lacks haste and menace which makes the messenger a stronger pick.

  • Wolfir Avenger - If you would like a wolf with a regeneration ability, then the avenger is a good pick.

  • Wolfir Silverheart - As long as it is soulbonded it brings much power to the board. If you aim for a midrange deck then this wolf does a good job for .

  • Garruk Relentless  Flip - A planeswalker that not only can transform but can also create deathtouch wolves. If you want more planseswalkers in the deck then you should consider him.

  • Domri Rade - When we start increasing the number of creatures in the deck this planeswalker really starts to shine. Unfortunately he does not fit the werewolf theme.

  • Utopia Sprawl - A good mana ramp if you would like to cast some wolves a turn earlier.

  • Birds of Paradise - Another good mana ramp if you would like to cast some wolves a turn earlier. It's not a wolf but works well with Collected Company.

  • Scorned Villager  Flip - If this was a wolf for then it would be great in this deck. Because we would rather cast other wolves on turn 2 this card is not as good as the two previously mentioned ramp cards.

  • Copperline Gorge - A good land early on if we don't want to use Stomping Ground.

$$$

  • Wooded Foothills - If you want to play with fetchlands then add them.

  • Cavern of Souls - Great land for mana fixing and against control metas.

  • Blood Moon - Helps alot against stronger decks that use few basic lands.

  • Aether Vial - If you add these then you should use a full playset. Playing them mid/late game is not something we would like to do. If we get to play them turn 1 they are great though.

  • Collected Company - This card is great in this deck if we increase the number of creatures to above 29.

  • Metallic Mimic - This card has gone up in price recently with the release of Ixalan. Early on in the game it is a good lord in this deck but late game I would not like to dopdeck it because it does not buff the wolves already in play.

If you have any suggestions of how the deck could look like, feel free to comment. Thanks!

Updates

Additions: Geier Reach Bandit  Flip, Village Messenger  Flip, Lightning Bolt

Subtractions: Isochron Scepter, Arlinn Kord  Flip, Wolfbitten Captive  Flip

I added 3x Lightning Bolt to the deck because the deck needed a good removal spell. 1x Geier Reach Bandit  Flip and 1x Village Messenger  Flip was also added because they perform so well.

Isochron Scepter on the other hand performed too great and by removing them I kept the deck on a more friendly level. It always felt like a bad draw when I got Wolfbitten Captive  Flip on hand and it had to give room for the Lightning Bolt. While Arlinn Kord  Flip is cool and all, I will test with only one in the deck for a while.

The sideboard also had a big overhaul.

Additions: Beast Within, Daybreak Ranger  Flip, Moonlight Hunt, Silverfur Partisan,

Subtractions: Bow of Nylea, Hermit of the Natterknolls  Flip, Collected Company

Beast Within is great for removal of strong creatures or planeswalkers, or any other permanent for that matter. A 3/3 beast can often more easily be dealt with. Those pesky flyer decks can be rather troublesome, so I included another Daybreak Ranger  Flip. If all this removal is not enough then Moonlight Hunt should do the trick. If our opponent has the same thing in mind then Silverfur Partisan could be useful.

Bow of Nylea on the other hand is a bow. Werewolves does not use bows when transformed. I wonder why I had Hermit of the Natterknolls  Flip in the sideboard in the first place. Collected Company was too expensive and did not fit the theme that well.

Comments View Archive

reincarn8 says... #1

You could use Ulrich of the Krallenhorde  Flip instead of Huntmaster of the Fells  Flip to drop the price by a huge amount, however you wouldn't be getting a token.

August 24, 2017 7:50 p.m.

Falte says... #2

reincarn8 If the price for Huntmaster of the Fells  Flip would be an issue you could indeed try using Ulrich of the Krallenhorde  Flip instead. I find it troublesome that he costs , I try to keep the converted mana costs in the deck rather low. His enter the battlefield ability will not be useful on himself until he flips back, which is not that good to rely on. Kruin Outlaw  Flip is otherwise a good target for such an ability. He also want to flip alot like Huntmaster of the Fells  Flip, so it won't resolve the issue with Immerwolf. He feels too situational for me and there are other cards that could do what he does for a cheaper casting cost.

Because I already have the huntmasters I don't care that much about dropping the price. If a better alternative would be printed I would consider taking him out. As of now he is too good on his own, it can be dangerous to depend on having a great boardstate. But if someone else is troubled by his price then there are plenty of options.

My first choice would be Instigator Gang  Flip. Instead of only occasionally buffing one creature he always buffs all of our attacking creatures. Once flipped he can often win us the game. Unfortunately he relies on us already having a decent board state and the buff won't work on the defence.

If we had Collected Company in the deck then Breakneck Rider  Flip would be a good choice. We would have to cut some other cards though in order to get some more creatures in the deck. Otherwise CoCo would not work as good as we want.

By increasing the number of creatures we would also have to consider adding Domri Rade to the deck. She works great in such a deck but she is not good at being a wolf, she will miss out on all the fun.

Depending on your meta some Silverfur Partisan's could be a good option if you face lot's of removal or spells that otherwise target your wolves.

If you want to play a bit more defensively then Lambholt Pacifist  Flip is worth to mention. Although she lacks some fun synergies, a 3/3 for is not bad at all. Getting a creature with power 4 won't be too hard.

September 4, 2017 6:27 a.m.

jon_hill987 says... #3

Would you consider splashing white for Rule of Law? Prevents your werewolves from flipping back and a lot of decks will struggle to remove it (unlike Immerwolf). It also completely shuts down Storm.

September 4, 2017 7:32 a.m.

Falte says... #4

jon_hill987 If I were to build this deck into Naya instead of Gruul then I would add cards like Thalia, Guardian of Thraben, Path to Exile, Dromoka's Command, Lightning Helix, Boros Charm. We also get Rest in Peace and Stony Silence available for the sideboard.

Some of these cards does not really follow the werewolves theme and there are no werewolves in white (albino werewolves would be nice). I could add Rule of Law and a few of the previously mentioned cards. For three mana Rule of Law makes this deck a bit slower (It's more of a stax card than aggro). If it stays in play we will get to keep our wolves flipped (if we can flip them) but we also limit ourselves. Because Immerwolf already does the job of keeping our wolves flipped, and we can play as many cards as we like with him on the board, Rule of Law feels a bit redundant and it limits my ability to cast spells. I would rather add Blood Moon to make it troublesome for many nonbasic land heavy decks.

Naya werewolves could work and is worth testing, though I would need a better mana base in order to consistently cast my spells. Jund is also an option. If I were to add Blood Moon then I probably will stay in Gruul.

September 4, 2017 11:31 a.m.

Solid build, looks fun. +1

October 4, 2017 1:59 p.m.

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Compare to inventory
Date added 1 year
Last updated 1 month
Exclude colors WUB
Legality

This deck is Modern legal.

Cards 60
Avg. CMC 2.39
Tokens 2/2 Wolf, Arlinn
Folders Chest, Modern, Gonna Buy, Modern Ideas, Other people's cool shit, werewolves, Werewolves, Werewolves, Wolves, Save, See all 24
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