Back:Hollowhenge Huntmaster Flip
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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Creature — Human Werewolf
At the beginning of combat on your turn, put two +1/+1 counters on another target creature you control.
Daybound (When this enters the battlefield, if it's not day or night, this game becomes day for all players. If a player casts no spells during their own turn, this game becomes night for all players next turn during the untap step next turn. When it becomes night, all permanents on the battlefield transform into their nightbound side if they have one, and any new permanents that enter the battlefield will enter on their nightbound side if they have one. Becoming day/night does not use the stack and cannot be responded to.)
lhetrick13 on The Hermit and the Pack
2 months ago
Finn_Fillory - I think the edits you made since this morning (for me at least) already make the deck significantly stronger. You dropped the average CMC from ~3.5 to 2.7, which will speed up the deck noticeably and it will feel more consistent. Especially if you are lucky enough to start with Utopia Sprawl in your opening hand...
wallisface always gives top notch advice and he is right about Howlpack Piper Flip not being a great card for this specific deck. You might notice this card looks very similar to Elvish Piper and I have seen decks effectively use Elvish Piper or similar creature cheat antics effectively, but it is not a great strategy for this deck. That is something you build around specifically.
I personally love Collected Company to cheat stuff out and add some creature pressure but with 6 creatures with a CMC > 3, you would wiff often with that. Building a deck is always up to the architect but if it were me, I would find a way to drop 3xAvabruck Caretaker Flip and 3xNightpack Ambusher for similar wolves/werewolves and add in a full playset of Collected Company. I think wallisface turned me onto Collected Company I while back for my tribal knight deck and I try to find a way to squeeze it in to everything since!!!
wallisface on The Hermit and the Pack
2 months ago
Your mana curve is really high here. Modern decks typically can’t justify running more than 3-4 cards costing 4 mana, and run nothing above this. You’ve got a whopping 13 cards costing 4-or-more mana, which is going to lead to some really slow/clumsy turns. No game is ever going long enough to allow casting Avabruck Caretaker Flip.
Added to the above, you have almost nothing to do turn 1, which will mean in a lot of games you’re starting a full turn behind your opponent - that’s a really dangerous place to be.
lhetrick13 on The Hermit and the Pack
2 months ago
Finn_Fillory - I feel like for the modern format, this deck has a pretty high mana curve. If you are just playing some kitchen table magic with friends, that is fine but if you are trying to make a somewhat competitive deck, you need to give some 1-drops or at least run some ramp to accelerate the deck. The average cost of a card in the deck currently is 3.42 meaning you on average will not play a single card till turn 3-4. In modern, that is a long, long time to get a board presence and given the abundance of removal spells seen in modern, one you do get out that first card on turn 3-4, you will seen in annihilated immediately since you are running almost no protection other than Avabruck Caretaker Flip.
Some recommendations would be adding Kessig Wolf Run and definitely some Stomping Grounds to even out the mana. I would also suggest you drop the land count down to 22-23. I do not think there is a reason to run that many lands unless you keep such a high mana curve, which I am hoping you will not. Maybe remove 6 lands and add 4xUtopia Sprawl and introduce a 1-drop werewolf?
Looks like you are going for a wolf token build so maybe think about adding in Parallel Lives as that could have huge implications.
I see you have Hermit of the Natterknolls Flip for some extra draws. Werewolf Pack Leader fills a similar roll with a lower CMC with an easier trigger (you attacking). I believe there are other werewolfs that would fill similar roles but can not think of them off the top of my head, Realmwalker is also one of my person favorite for extending my hand to the top of my library in terms of casting creatures and that shapeshifter ability comes in handy for fitting into tribal builds!
Lastly, I feel like every werewolf deck needs a way to force it to be Night. Nothing worse that having an army of weak humans out there you can not get to transform unless you chose not to cast something or hope your opponent can not. Hedge that bet and slip in an instant that can force that!
Lots of food for thought, hopefully something I mentioned had some merit. Happy brewing :)
wallisface on Golgari attempt one
6 months ago
Generally speaking you want to aim for most of your deck to be playsets (4-ofs) of cards. Having lots of cards run only as 1-of and 2-of copies will only lead to your deck being super inconsistent, and make it a lot harder to present a coherent plan.
Modern decks typically find it hard to justify running more than 4 cards (1 playset) costing 4 mana, and often run nothing above this. I think in particular you're going to really struggle to ever cast Vorinclex, Monstrous Raider or Avabruck Caretaker Flip in a game and have them provide some kind of meaningful impact. I'd suggest ditching them.
Some of your cards are too situational to ever be practically useful in a decks mainboard. In particular i'd suggest ditching Fade into Antiquity (too niche), Tamiyo's Safekeeping (too narrow an application, you have loads of creatures so who cares if one dies?), Coalition Relic (this thing costs too much mana to begin with, by the time you can cast it you're already got enough mana to do most things anyway), and Wrenn and Seven (you don't run nearly enough lands to make use of this, plus its not really what your deck wants to do).
Golgari decks (known as "The Rock") thrive off attrition style play. In that vein, you may want to consider adding hand disruption cards (like Inquisition of Kozilek, Thoughtseize), as well as some universally good destruction cards (like Abrupt Decay, Assassin's Trophy)
Krom3 on Kyler leads Humanity to Victory
8 months ago
Hey hey! I'm making my own Kyler deck and I have been playtesting Avabruck Caretaker Flip and that card absolutely slaps, the Warewolf side not having the human sub-type is a non issue when everything has hexproof and is still pumping your board that card definitely pulls double duty and is really hard to get off the board. have you considered it at all?
TheNinjaPhoenix on winota's Werewolves
11 months ago
I'd recommend adding some of the VOW werewolves to the list, especially Avabruck Caretaker Flip. Card is nuts.
rdean14 on Card creation challenge
1 year ago
Epicurus, oops, I somehow totally over looked the word "red" just wow...
Here's Avacyn's replacement! I think this would be balanced? Hopefully?
Serra, Savior of Innistrad
Legendary Planeswalker - Serra
+1: Until your next turn whenever an Angel or Human you control is dealt damage, draw a card.
-2: Create a 3/3 white Angel creature token with Flying.
-13: You get an emblem with "Creatures you control are indestructible."
Serra, Savior of Innistrad can be your commander
I think this would be balanced, as it would be a really solid finisher for a Humans/Angel tribal deck in standard, but not really good for much else. It would be so conditional in limited, it would be a bomb, but nowhere near as insurmountable as Avabruck Caretaker Flip or Lolth, Spider Queen.
As a commander, it would a super cool Human/Angel tribal Commander, although it would be pretty standard white aggro build... Idk, I think it's balanced, but also that it might be too weak.
Alexev on Advertise your COMMANDER deck!
1 year ago
I need advise with my werewolve deck, I need to cut 3 or 4 cards.
I want to include Avabruck Caretaker Flip and Duskwatch Recruiter Flip and also Blood Moon
I am havinf troubles finding what to cut for those cards
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