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After throwing a makeshift werewolf deck together for casual and have it do pretty well I've decided to actually build one.
How this deck ruins your new carpet...
Immerwolf - Gets more use out of your werewolves by keeping them big and angry.
Kruin Outlaw Flip - Uses her charm to keep you from killing her 2/2 and possibly boosted first striking self, then once you turn your back it's all "Rawr! Snarl! Om nom nom..." Ah, love is a fickle thing...
Burn, Planeswalkers, other Tools for being a toolbag...
Bonfire of the Damned - Drives back enemy hordes from the hand. On the draw? It's an unblocked wolf stampede waiting to happen.
Full Moon's Rise - The conversion to more of a werewolf tribal deck made this a must have. Especially since this deck has a problem with heavy removal.
Moonmist - Makes my werewolves angrier and prevents all combat damage that would be dealt by everything but them? Winning!
Searing Spear - Those not of Lycan descent will die in a blaze of glory!
Cavern of Souls - Long lost members of the pack cast a ward of protection over this place.
Kessig Wolf Run - This card sucks, why did I put it in here?
Keep that sideboard growling...
Ancient Grudge - Werewolves hate artifacts. This card hates artifacts twice as much.
Creeping Renaissance - Every time I go to town, people start kicking my dogs around. It makes no difference if my dogs are hounds, you better stop kicking my dogs around.
Pillar of Flame - Ensures your opponent's zombies go to hell and stay there.
Revenge of the Hunted - How you gonna eat Little Red Riding Hood without a Big, Bad Wolf?
Tree of Redemption - No idea. The wolves probably gather around it and howl.
Witchbane Orb - Werewolves are very temperamental, so why piss off their leader?
Zealous Conscripts - You know what people really hate? Getting beat with their own pimp.
+1's and suggestions are appreciated. Thanks!
Mana issues and just flat out playing against better decks did me in.
Round 1: U/R Delver 0-2
Round 2: Mono Black Infect 1-2
Game 1 started off good and while my opponent used Black Sun's Zenith to kill my Birds I had a flipped Mayor and Immerwolf already on the board. Played another Mayor and Moonmist on my next turn. Things took off from there.
Next game mulligan from no land to no land to one land. Fun! Game 3 Go for the Throat and other removal kept me at bay until infect won the day.
Round 3: Bye. Didn't make the night go any faster.
Round 4: Wolf Run Ravager 0-2
Same guy I played a few weeks ago with GWB Aggro/Ramp. It was like playing against a bigger, better version of my deck. Boarded in 6 cards for Game 2. I only draw Acidic Slime which drops on turn 6 taking out Wolf Run. It then dies to Inferno Titan when he and Prime Time crush me for 12.
Played my friend's UU Illusions deck and went 2-1 against it...
Game 1: Started with 5 land in hand and thought "No big deal, I'll draw more spells then!" I proceeded to draw land for 4 turns and lose.
Game 2: Things went much smoother this time around and while I had to burn my own Garruk after my opponent played Volition Reins on him the game was no contest.
Game 3: Birds of Paradise is my hero. Drew one land, Birds and two Green Sun's Zenith and decided to keep. Had to GSZ for the other 2 Birds, allowing me to play everything else. Knocked opponent down to 4 with Terror of Kruin Pass Flip , Ravager of the Fells Flip , Immerwolf and a 4/4 wolf token and 3/3 deathtouch wolf token. Terror was killed and he plays Devastation Tide on his turn. I bring everything back out, then he drops Lord of the Unreal . Huntmaster comes out next and I cast Moonmist , hitting him for 2 and killing his lone blocker before swinging.
The Metamorph has too many uses to leave out though. It's effectively a 2nd copy of any creature or artifact in my deck or my opponent's. Not to mention it knocks off game-ending legends. Kessig Cagebreakers will likely go in my sideboard as a recovery against opposing board wipes. Not much use for Corrosive Gale with Bonfire in the mainboard.
+1 for realizing that is still really good with over ? There are three reasons, really. First, Gang affects your board the turn it comes out. Second, , though it sits at CMC 3, requires two Red mana, which is your odd-man-out color. It might be difficult to find a second Red source by your third or fourth turn.
Overall, however, I like the build.
Either one will probably stay a 2 of as they're more mid to late game icing on the cake. I'll stick with for now and look elsewhere if she doesn't live up to the task. Also, since I'm not running Full Moon's Rise I feel like I'll get better mileage out of the mass evasion.
Thunderous Wrath is a nice card. I might cut back to 2 again but I wanted some removal and with Incinerate leaving Standard soon and card:Full Moon's Rise taking its place in this deck I didn't want to flood the 2cmc spot. If Lightning Bolt shows back up I'd use it but for now I prefer Wrath for its miracle cost over most 1cmc burn in Standard.
For tribal decks like this one, I am loving card:Descendants' Path. It's an aggressive deck, meant to run over people with angry, mangy creatures. So I want to get my hand emptied out and then what? I could wait til I draw more creatures, or force myself to. Though it's a risk/reward strategy it's also reusable, either I play a creature for free and then draw for my turn or drop something to the bottom of my library and draw for the turn. It even keeps me from shoving a Thunderous Wrath in my hand if I don't have red mana to pay its miracle cost.
Hey man I like your list, but I'd just like to point you towards mine. The description is a tad old, but the deck has been proven in various tournaments, winning FNMs, placing earning 3rd in a weekly standard and being in four way tie for 1st in another weekly standard.
Enough of my advertising, I'd suggest going:
-1 Immerwolf, +1 Kruin Outlaw (3-ofs are staticitcally identical to 4-ofs in drawing outside the opener, where you would rather see a waif or captive)
-2 Descendants Path, +1 Huntmaster of the Fells, +1 Reckless Waif (See above, huntmaster's on par with Mayor and Outlaw for power level in werewolf tirbal as a finisher which may warrant another copy, an alternative is another Full Moon's Rise which I would personally swap with something akin to Flames of the Firebrand to remove threats, and move FMR to the SB)
-2 Thunderous Wrath, 2 Daybreak Ranger to sideboard, +4 Pillar of Flame (Thunderous Wrath hurts you A LOT in the opener, Ranger isn't ideal for every match up, and Pillar is a shock with a zombie-hating bonus)
I really haven't had many issues with Thunderous Wrath . While it's bad in the hand, I'm only running 2 copies and by the time this deck's at 6 mana I'll hopefully have my opponent somewhere around 5 life.
As far as Pillar of Flame goes, with my work schedule any tourneys I go to are few and far between. Out of the group I normally play with I'm the only person who owns a zombies deck. Also since one of my friends runs about 90% black control and another believes no deck is complete without a board wipe, card:Full Moon's Rise is great for keeping my hounds around. Trample doesn't hurt either. :)
In my opinion card:Descendants' Path is fantastic in tribal decks like this one and I'm more than happy to drop one on the field once I've unloaded my hand. I may consider cutting Daybreak Ranger Flip as I probably use him the least.
I don't use card:Descendants' Path because I can't afford to play more spells. The reason I use it is because once I empty my hand unless I have Garruk out and flipped I have to wait to draw more creatures.
At it's worst card:Descendants' Path is going to dump a land or non-creature spell to the bottom of my library, then I draw (hopefully a creature). At best it lets me cast a creature for free, then draw (hopefully a creature). I really haven't had any issues with it.
The other people, I guess, just don't like getting two life, two 3/3 bodies, two Shock s, and a 5/5 Trample for four mana.
So two life, two 5/5 bodies, two Shock s and an 8/7 Trample for four mana must not make the cut these days.
Might I suggest Rancor ?
While I personally have more of a Kruin Outlaw Flip focus in my deck, I still think it would be good here, since it forces your opponent to have a counterspell, instant speed removal, or some way to deal with every single creature you play, flipped or unflipped.
What kinda metagame is this intended for btw?
I tend to play against a lot of control, which makes card:Full Moon's Rise work nicely for me. Despite losing the +1/+0 and trample on all my werewolves, I can keep my board presence around by sacrificing it. Extra Kruin Outlaw Flip I may consider, I'm usually not all that impressed with Daybreak Ranger Flip .
I really wish the werewolves had been stronger during that block. I know that there were a lot of design issues with them though, and that prevented them from releasing them at the format wrecking levels that they were originally designed at.
Either way, I like the way the deck looks and runs, and your description was flawless in its delivery!
|Date added||2 years|
|Last updated||1 week|
|Legal formats||Commander / EDH, Extended, Legacy, Modern, Vintage|
|Top rank||#26 on 2012-09-29|