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The Full Moon Rises - R/G Modern Werewolves

Modern* Aggro Casual Primer RG (Gruul) Tribal Werewolf

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Take Back Innistrad. The Night is Yours.

Werewolf tribal decks, while somewhat weak in the current competitive Modern metagame with strong control lists, is still an amazingly strong and fun deck for the casual environment. For those of you who have no idea about their mechanic, Werewolves are double-faced creatures that get stronger when a player casts no spells for a turn, but revert back to their boring human forms when someone casts two or more spells. Luckily, we have cards that get around this cycle and increase the deck's offensive capabilities.

The Work-Around Cards

Moonmist Since the first Innistrad block, this card has been and continues to be a cornerstone of good Werewolf decks. Not only does it transform your entire board, but it also creates unfavorable combat situations with a one-sided Fog effect. It's also instant speed, which means you can cast it during an opponent's turn in time for your ALPHA strike next turn! (seewhatididthere)

Immerwolf Anthem effect for your bloodlusting howlers? Check. Evasion against relevant control colors? Check. Keeps all your Werewolves in their furry forms regardless of how many spells are cast? Check. (Additional fun fact: 'Immerwolf' is actually German for 'Always-wolf.')

Geier Reach Bandit   New guy/gal from SOI, and boy is she a doozy. A baseline 3/2 haste for 3 is excellent, but her other side makes sure your Werewolves hit the ground running. Dropping a transformed Kruin Outlaw   or Mayor of Avabruck   makes for a pretty scary combat phase.

I first started playing Magic around the time of Worldwake, which really set me off on the path of being a casual player (thanks, Jace, the Mind Sculptor for being my first-ever introduction to FNM). The playgroup I was in ran several tribal decks (elves, vampires, and even myr), and when I saw the impressive power behind pumping an entire board to obscene numbers, it got me hooked.

In a nutshell, tribal strategies take a single creature type and construct a deck that buffs and synergizes around that type.

The Tribal Cards

Mayor of Avabruck   I'm pretty sure Wizards misprinted this card or something, because this guy is ridiculous for only 2cmc. Pumps your weak Humans for some early minor threats, but the transformed side is bigger, badder, and creates 3/3s at the end of your turn.

Kruin Outlaw   While the front is rather unimpressive, flipping this with even only 2 other Werewolves is usually GG. This deck has a lot of lord effects but not a ton of evasion, so giving your entire team menace is very relevant. Also, double strike is sexy.

Moonlight Hunt Unless you're in a terrible board state or the creature you're targeting has a particularly high amount of toughness, this basically reads as a green tribal Doom Blade. I can frequently pull 6-8 damage with this because of all the lord pumps on my board.

There are only two blocks with transforming Werewolves, and only 3 sets at that (Eldritch Moon only has one Werewolf card, and it's too expensive to use in an aggro shell), but we by no means have limited options. The following are the cards that have proven (at least to me) their usefulness and/or aggressive power, each at one point on the 1-2-3-4 curve.

Village Messenger   1-drops are crucial in any aggro strategy, and previous to the release of Shadows Over Innistrad I was in love with my playset of Reckless Waif  . However, this version trades in 1 point of power on its furry side for two very relevant keywords, making it the better choice.

Reckless Waif   That being said, having as many 1-drops as possible is important for starting the game strong. I'm keeping in my playset until I can acquire some Wolfbitten Captive  s to playtest.

Duskwatch Recruiter   If the wide usage of this card in SOI Standard wasn't enough to sell you this guy, I don't know what will. Admittedly, I only own two copies of this card at the moment, but I consider the abilities on his two sides far superior to my previous pick, Gatstaf Shepherd  .

Huntmaster of the Fells   This guy alone should make you want to play Werewolves. Value card all-around; gains you life, creates tokens, removes chump blockers, and his flip side is super aggressive. He's already played in classic Jund lists without Werewolf synergy, not much else to say here.

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Date added 7 years
Last updated 3 years
Exclude colors WUB
Legality

This deck is Modern legal.

Rarity (main - side)

4 - 0 Mythic Rares

23 - 2 Rares

13 - 5 Uncommons

7 - 3 Commons

Cards 60
Avg. CMC 2.18
Tokens Emblem Arlinn Kord, Wolf 2/2 G
Folders Green, werewolf
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