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Legality
Format | Legality |
1v1 Commander | Legal |
Archenemy | Legal |
Arena | Legal |
Block Constructed | Legal |
Canadian Highlander | Legal |
Casual | Legal |
Commander / EDH | Legal |
Commander: Rule 0 | Legal |
Custom | Legal |
Duel Commander | Legal |
Gladiator | Legal |
Highlander | Legal |
Historic | Legal |
Historic Brawl | Legal |
Legacy | Legal |
Leviathan | Legal |
Limited | Legal |
Modern | Legal |
Modern Beyond Horizons | Legal |
Oathbreaker | Legal |
Pauper | Legal |
Pauper Duel Commander | Legal |
Pauper EDH | Legal |
Pioneer | Legal |
Planar Constructed | Legal |
Planechase | Legal |
Quest Magic | Legal |
Tiny Leaders | Legal |
Vanguard | Legal |
Vintage | Legal |
Convicted Killer
Creature — Human Werewolf
At the beginning of each upkeep, if no spells were cast last turn, transform Convicted Killer.







multimedia on
Werewolf Commander
3 years ago
Hey, good work in process on a budget.
There's a few cards here that are not as good as others. Werewolf Horrors who can't transform from Tovolar are quite subpar. Vildin-Pack Outcast Flip, Smoldering Werewolf Flip, Shrill Howler Flip, Conduit of Storms Flip, Ulvenwald Captive Flip, Kessig Prowler Flip
Three, four and five drop Human Werewolves who don't have any abilities or just have a single ability like reach or trample, but don't any other abilities on the backside of the card just aren't good enough. Tireless Hauler Flip, Convicted Killer Flip
Arlinn, Voice of the Pack for a six drop doesn't do much without other cards which is not what you want with a six drop. Tovolar's Huntmaster Flip in comparison is so much better than Arlinn at six mana.
Some budget cards to consider adding:
- Reckless Stormseeker Flip: Werewolf who gives haste and pump.
- Village Messenger Flip: another one drop Human Werewolf.
- Breakneck Rider Flip: Werewolf who transforms to give trample and pump.
- Nightpack Ambusher: Wolf who can be a repeatable source of Wolves and is an anthem for Werewolves and Wolves.
- Relentless Assault: extra attack spell to draw more cards with Tovolar.
- Wolfcaller's Howl: good card in multiplayer Commander since there's many players, it can be quick board wipe recovery.
- Dryad's Revival: recur any card and has flashback to cast it again, get Assault two more times.
- Arcane Signet: staple budget two drop mana rock for more ramp.
- Farseek: two drop land ramp that can get Stomping Ground or Cinder Glade.
Cinder Glade, Unclaimed Territory, Naya Panorama, Rogue's Passage, Tyrite Sanctum are some budget land upgrades to consider replacing some basic lands. Path of Ancestry could replace Timber Gorge.
Good luck with your deck.
Epicurus on Card creation challenge
5 years ago
A15Life there are a lot of werewolf creatures with transform. In fact, the transform mechanic was created around werewolves. There's a shit-ton of werewolves with the transform mechanic:
And all of this is without mentioning all of the non-werewolf HUMAN creatures with the transform mechanic, and the card I created makes all humans werewolves too. So yeah, there's a bit of use for Autumn Moon's ability to make a werewolf transform.
Sorry. Continue.
burferking on Moon art cards for Princess …
5 years ago
I made a mistake: I thought Luna's wording said ''play'', but it is ''cast'', so no need to name lands with Moons in them.
Shadows Over Innistrad block: Markov Dreadknight Olivia's Bloodsworn Prophetic Ravings Courageous Outrider Convicted Killer Flip// Branded Howler Voldaren Pariah Flip// Abolisher of Bloodlines Ethereal Guidance Devils' Playground Descend upon the Sinful Long Road Home Humble the Brute Howlpack Resurgence Ghoulsteed Vexing Scuttler Turn Aside Tamiyo, Field Researcher Silverstrike
Tiny Moon: Desperate Sentry
Debatable: Olivia's Dragoon Vildin-Pack Outcast Flip
Only on Transformed side: Moonrise Intruder Flameheart Werewolf Fibrous Entangler Krallenhorde Howler
Regoober on
Harry Potter and the Hunger for Flavour
6 years ago
This is by far the most thoughtful magic deck I've seen, like ever... I feel like Sirius should be a flip card like a werewolf... Convicted Killer Flip has the flavor but is a pretty weak card... there's plenty of others that kinda fit the mold, too. If you wanna keep up the Doggy appearances, I've always loved Isamaru, Hound of Konda: The ultimate chump blocker (still some flavor there!).
Love it, keep up the good work!
TheDuggernaught on
Werewolves
7 years ago
This is a good start! Probably much better than any decks I made when I was a new player! With that being said, I do have a few suggestions. First, I just want to to make sure that you want this to be an aggro deck that aims to win on turn 4-5. I ask because you have a few pieces in here that might lean more towards a midrange strategy in Kessig Wolf Run, Mondronen Shaman Flip, Asceticism, Moonlight Hunt, and Duskwatch Recruiter Flip. None of these cards really make you win fast because they have high mana costs or have abilities that cost a fair bit of mana to activate. Which is fine if you want to adjust your deck to fit more of a midrange strategy. You even maybe play a fair number of werewolves that tap for mana so you can tap Kessig Wolf Run for pretty massive swings.
I do however think that an aggro shell works better for werewolves. Some cards I might suggest are:
Aether Vial: not cheap, but works super good with werewolves since putting them into play does not count as a cast.
Instigator Gang Flip: A little higher on the cmc, but can win games. He can pump those werewolves pretty fast.
Ulrich of the Krallenhorde Flip: More of a midrange beat stick. But still good enough to mention.
Breakneck Rider Flip: Another lord-esque effect. The trample is super good.
Reckless Waif Flip: Another low to the ground creature to put pressure on your opponent early.
Lambholt Elder Flip: An engine that can give you a lot of card draw when you start to run out of gas. Can also block some of the more popular creatures you might find in modern.
Lambholt Pacifist Flip: A creature with an above average body for its mana cost -- even in human form. It can attack even in its human form if you have a Mayor of Avabruck Flip in play or any other similar effect.
Kruin Outlaw Flip: Gives werewolves evasion.
Huntmaster of the Fells
Flip: Another card that is more meant for midrange, but it is very good at what it does. This actually sees some modern play in various competitive decks.
Village Ironsmith Flip: fragile body, but the first strike can make it difficult to deal with for your opponent via combat.
Hinterland Logger Flip: Another fragile body, but the power with trample can normally get a point or two of damage through.
Hermit of the Natterknolls Flip: Maybe more of a sideboard card against control, but it can also give you a lot of card draw.
Gatstaf Shepherd Flip: Average body in human form. The intimidate gives it a little bit of evasion.
Kessig Forgemaster Flip: Maybe more of a sideboard card, but would not be terrible in the main. Its ability will kill almost any creature your opponent tries to chump block it with.
Convicted Killer Flip There are better options (like lambholt pacifist), but its 4/4 body is worth noting.
Collected Company: Also not cheap. But if you haven't noticed, almost all of the cards I just listed are 3cmc or below. The instant speed also allows you to not cast anything on your turn to get the transforms, and then just cast it on your opponent's turn to grab 2 creatures form the top 6 cards of your deck.
Lightning Bolt: Might be hard pressed to find any red aggro deck without at least some of these.
landofMordor on
Pack Attack
8 years ago
Seems like you've got a lot of non-essentials in the deck -- most Standard decks are 60 cards (~24 lands and ~36 spells) so that you've got a higher chance of drawing the good cards. Right off the bat, Convicted Killer Flip is objectively worse than Lambholt Pacifist Flip, so ideally you'd have 4 of the Pacifist and no Killers. Hinterland Logger Flip, Gatstaf Arsonists Flip, Ember-Eye Wolf, Howlpack Wolf, and Solitary Hunter all seem like they clog up your draws and unnecessarily tie up your mana. On the noncreature side, you don't need so many combat tricks, especially Aim High, Might Beyond Reason, Goblin War Paint, Senseless Rage, and Haunted Cloak. The other plus side to thinning out your creatures is that you don't need so many combat tricks and auras, so the ones you do keep can be your best ones.
Also, if you're going for Delirium activation, I'd recommend Vessel of Nascency over Nissa's Renewal (since it's so much faster and gets stuff in your grave). In general, I'd recommend a Spirit of the Hunt or two to replace combat tricks, Prey Upon for Rabid Bite (less mana), a Silverfur Partisan or two to deter control, Howlpack Resurgence as a permanent version of one of your combat tricks, and more Werewolf lords in general -- Geier Reach Bandit Flip especially. Those should mostly be really budget options you should be able to trade for easily.
Good luck, and keep brewing! Let me know if that helps!
ikvar on
Rise of the Full Moon
8 years ago
Uhm...I would remove Convicted Killer Flip or Villagers of Estwald Flip simply because the lack of a relevant ability on wolf side. Also Pyreheart Wolf seems fine as a way to sneak damage. On a side note Gratuitous Violence doesn't give your creatures double strike if is that what you want, just doubles damage so no first strike damage phase, but if you just want that double damage it's fine, even has synergy with the werewolf that deals damage on enemy's casted spells.
Tomahawk-Bang on Draft -SOI
9 years ago
I have been drafting SOI four times with my playgroup now and always went for a different archetype/strategy.
First draft I did midrange with a bit of a wolves / werewolves theme. Uncaged Fury cast on a flipped and unblocked Convicted Killer
Flip was usually a game ending 10 damage to my opponent. Aim High turned out to be a very good combat trick in my deck, too. Skeleton Key equipped onto an Ember-Eye Wolf is an absolute blowout Combo which will net you some serious card advantage and lets you get some huge amounts of damage in!
Second draft I built a delirium matters deck. My 3x Moorland Drifter turned out to be a very good 2-drop. Tooth Collector and Kindly Stranger
Flip are very good uncommon cards for a delirium strategy. Be aware that many people see discard outlets only for a madness strategy, but they are also very good for a delirium strategy! Also the artifact creatures like Runaway Carriage and Wild-Field Scarecrow that add 2 card types at once to your graveyard are good for a delirium strategy.
Third draft I built vampires aggro with a little madness added for value. You need a very low curve for this kind of deck, so look out for cards like Insolent Neonate, Ravenous Bloodseeker or even Sanguinary Mage as 1-drops and 2-drops. 1 or 2 Voldaren Duelists and/ or Malevolent Whispers as curve toppers. Stensia Masquerade is an absolute blowout if you manage to get 8 or more vampires into your deck. Dead Weight and Lightning Axe are your best creature removal spells for this kind of deck. Fiery Temper, Rush of Adrenaline and Magmatic Chasm will help you get in those last few points of damage to close out the game.
My fourth draft was Spirits. With this deck you try to gain control of the skies with a lot of flying creatures, each one preferably having a casting cost of 3 or less. You definately need at least 1, better 2 Spectral Shepherd for this because of all the synergy he provides with cards like Topplegeist or Apothecary Geist. Strength of Arms was my combat trick of choice for this deck, Just the Wind for tempo and Sleep Paralysis for hard removal. Thraben Inspector and Dauntless Cathar were my ground forces.
I find triple SOI to be a very good draft environment with lots of synergy and only very few rares/mythics that auto-win you the game. A set which is very fun to draft for newbies and veterans alike!