Before I get into the gist of this deck lets talk about werewolves and commander as a concept. On paper werewolves and commander don't mix well because of one big thing. 4 players are gonna be slinging a lot of spells each turn, including the werewolf player, and its gonna make the deck near impossible to get the werewolves flipped. I've done a bit of forum reading and research into viable commanders and a lot of people use 3-Color commanders like Surrak Dragonclaw because he makes your creatures uncounterable which is good for a creature heavy deck, or Samut, Voice of Dissent because she makes your creatures better once they're on the board. While these two have their merits, and I have personally tried them myself, the results are lacking in some areas. While they both do help the werewolves in some capacity but they don't offer full support like a proper tribal commander typically does. They do have 2 things in common however. They add control to the werewolves which means you get access to spells that penalize or stop people trying to stop your werewolves like Rhystic Study or Grand Abolisher and they can also be out on their own with a marginal amount of success, but a good werewolf commander this does not make. While they both do good things for werewolves, that's just what they do for creatures in general and have no niche way of really improving the werewolves. Of course, I should also mention Ulrich of the Krallenhorde   but he isn't a werewolf lord and seeks to only support himself, and the only reason you would run him with a bunch of werewolves is because you would already be running werewolf lords so there's not that much downside to having more board presence that's in suit with what you've already going on. OK rant over lets get to the deck.

Dissatisfied with the aforementioned commanders, I sought out a new commander that made werewolves viable without having to play board politics or being worried that the transformed side of your werewolves are the only way to win without weird jank clashes between other players allowing you to win out of nowhere. I eventually looked into 4-Color commanders and was reminded of the existence of partner commanders. I eventually settled on Sidar Kondo of Jamuraa and Kraum, Ludevic's Opus for very good reasons. Werewolves while they're on the human side are typically low power which means you can play aggro with them when they aren't transformed safely with no lords out, and once you get them flipped you can get a poor man's rhystic study effect.

Lets get to the details. Essentially anything that's white or blue is used to supplement the werewolves with control. Exceptions to this are the staples of blue and white, like Cyclonic Rift and Wrath of God, Angel of Glory's Rise which can turn around a board wipe in an instant, and Congregation at Dawn to help get out creatures like Teferi, Mage of Zhalfir, Eidolon of Rhetoric, and Grand Abolisher.

This deck was quickly cobbled together and it still needs a lot of work for a handful of reasons and I'm very open to ideas.

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99% Casual

Competitive

Date added 3 years
Last updated 1 year
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

8 - 0 Mythic Rares

31 - 0 Rares

25 - 0 Uncommons

17 - 0 Commons

Cards 100
Avg. CMC 3.18
Tokens Emblem Arlinn Kord, Wolf 2/2 G
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