Werewolves!!! Im sure you have all seen a version of this deck, but here is mine. i like the look of mine as apposed to most of the other ones that i have seen. but i am trying to make it more competitive. Im also pretty new to this tapped out so Im not sure what makes it higher on the competitive scale. but i built this deck for all of its sweet tribal flavor but i want to be able to have it step up against aggro decks and other fast acting decks as well as be able to outlast those longer games. The basis of this deck is to get the Greier reach bandit out and swinging and to have it turn as soon as possible. And from there you just let the gang run rampant. there are a decent amount of low to mid cost creatures so they generally keep coming. the point is to make them turn and keep them there with the Immerwolf. then drop a few Instigator Gang   and the fight is on. Kessig Wolf Run is also a staple. i would like to have four of them but two seems to be working. i threw a few individual spells and instants to hold off any pesky obstacles like Decimate Wreak Havoc and Frenzied Tilling. but without a doubt the best form of control is the Moonlight Hunt. pair that to a Isochron Scepter and there is not much that can survive that. so with all of that im looking for tips and any advice i can get. PLEASE COMMENT! dont just scroll by. help a brotha out to bring some good old werewolf retribution to my freinds. thanks!

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Date added 6 years
Last updated 6 years
Legality

This deck is Casual legal.

Rarity (main - side)

9 - 0 Mythic Rares

20 - 0 Rares

12 - 0 Uncommons

9 - 0 Commons

Cards 64
Avg. CMC 3.15
Tokens Emblem Arlinn Kord, Emblem Domri Rade, Wolf 1/1 B, Wolf 2/2 G
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