Duskwatch Recruiter

Creature — Human Warrior Werewolf

: Look at the top three cards of your library. You may reveal a creature card from among them and put it into your hand. Put the rest on the bottom of your library in any order.

At the beginning of each upkeep, if no spells were cast last turn, transform Duskwatch Recruiter.

Browse Alters View at Gatherer


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Set Rarity
Shadows over Innistrad (SOI) Uncommon

Combos Browse all


Format Legality
Modern Legal
Block Constructed Legal
Oathbreaker Legal
2019-10-04 Legal
1v1 Commander Legal
Canadian Highlander Legal
Casual Legal
Pioneer Legal
Vintage Legal
Leviathan Legal
Legacy Legal
Limited Legal
Duel Commander Legal
Highlander Legal
Commander / EDH Legal
Tiny Leaders Legal
Unformat Legal

Latest Decks as Commander

Duskwatch Recruiter Discussion

Elijia on Winota Werewolves

1 week ago

Thanks for the feedback and suggestion, The_Legionarre! I really do appreciate it.

The problem I'm having with Instigator Gang  Flip is finding space for it. I sincerely don't know what to pull. The problem with Instigator gang is that is quite expensive for a 20 land deck that also contains Winota, Joiner of Forces and Huntmaster of the Fells  Flip. If I push for a higher curve, I need to include more lands as well, which further exacerbates the problem I'm having.

The space that I'm having trouble with is Immerwolf, Incubation / Incongruity or Duskwatch Recruiter  Flip. The deck is pretty slim on removal as well, so I don't know viable slimming down there is.

Maybe I could go higher than 60, if we're being realistic, but if I go higher, it just becomes a pile of good things, as opposed to a thought and gameplay exercise. IDK. I am having a blast with it so far, though.

Thanks again! :)

Inkmoth on Yeva Draw-Grow

1 week ago

heavyuser: A very strong case could be made for it if Paradox Engine got unbanned, but as it stands, it really isn't necessary. It was a very essential hail mary, since all of the weight was on Temur Sabertooth before, but we now have 3 viable combos and they're all tutorable.

However, please note that Generous Patron is consistently on the chopping block, and if you lack the proper infinite mana line and can't bounce it repeatedly it's pretty much a 3 for 2 when you need an outlet. You could make a consideration for it there, since infinite mana and Genesis Hydra is as good as having Duskwatch Recruiter  Flip, which has become the best kind of outlet (ones we can sink our mana into).

As it stands, that would be the best swap, but in reality, we're really looking to replace Generous Patron with another Heartwood Storyteller, Runic Armasaur, Glademuse, or Beast Whisperer. Until we get another creature like that to replace her, she's just the "best" at what she does in monogreen.

If you want to keep playing with Genesis Hydra, swap patron out and let us know how that goes! :)

Sultai_Sir on Too Many Elves (Marwyn Commander)

1 week ago

Duskwatch Recruiter  Flip: Get all the creatures out of your library, cast all of them, cast Regal Force, draw an absurd amount of cards. But wait, there's more! Bounce it with Temur Sabertooth, and do it all over again!

RNR_Gaming on Yasharn's Bitchboys

3 weeks ago

Theres also, Duskwatch Recruiter  Flip + Devoted Druid + Vizer Of Remedies. You can slam all creatures in your deck into your hand and cast any green creatures.

Inkmoth on Yeva Draw-Grow

1 month ago

Profet93: To be honest, Strip Mine is not that prevalent in cEDH meta, at least in my experience. However, I wouldn't care too much if I lose something to any kind of hate. The deck is modal enough to shift gears. Ashaya, Soul of the Wild comes with its weaknesses, BUT it comes with a buttload strengths that far outweigh its downsides. This card also just supplements Temur Sabertooth by making the deck less reliant on him. Plus, we have Quirion Ranger (soon Scryb Ranger) to bounce it in a pinch.

I didn't know who you were on my discord, or I could've addressed all of these questions for you. Lmk who you are and I'd be happy to address any concerns or questions you might have.

  • Gemstone Caverns: Helps me EVERY time it's in my opening hand and I'm not first. It's a mild nuisance any other time. That alone is worth it and a VITAL part of the deck. We have a subpar general, we need all the speed we can get to keep up. This slot essential and most definitely optimal.

  • Blast Zone: The current density of colorless Mana is at the brink of overwhelming me with unusable Mana and I can't risk it for a symmetrical wipe that could hurt me unless I'm comboing out. It has applications and it COULD be useful, but I wouldn't run it in this version. Perhaps the budget version for sure. I'd put in Homeward Path before this though, as Gilded Drake is a constant threat.

  • Heroic Intervention: Love it, I want it, but I have Veil of Summer in that spot. I can't afford to remove something for a protection piece, even it's that great. However, if you find that your meta warrants this card, then by all means, run it. It's a helluva card and it's bound to help.

  • Duskwatch Recruiter  Flip: Has been absolutely necessary and the second best outlet in the deck. When we get infinite we are in reality trying to assemble: Ulvenwald Tracker, Shaman of Forgotten Ways, and Thousand-Year Elixir. To do this we need Genesis Hydra, but we don't want to draw into the Elixir. Duskwatch Recruiter  Flip gets us Genesis Hydra without drawing into it. Also allows me to re order the ENTIRE library to avoid certain pieces. It digs quite effectively and with Seedborn Muse it's insane. The cost reducer is actually quite great in early turns, since we can land drop and not cast anything, since we do it on other turns. It's a digger, outlet, cost reducer, and a fail-safe on a 2 mana creature.

LucaMassone on Glittering Company

1 month ago

JacobAGrossman Hi there. The deck looks absolutely fantastic, kudos to you for having thought of it and having spent the time and effort to make it better and better over the years.

I have 2 questions:

  1. Is this deck actually more effective than the classical Counters Company deck? Because on the one hand this deck has tons more way to combo for the win, and being less straightforward I guess makes it tougher for the opponent to interact with, given the numerous outs this deck has at any single moment; on the other hand, having multiple combos instead of just one seems like it makes the midrange game less effective, whereas Counters Company is basically all in into infinite mana + Walking Ballista or Duskwatch Recruiter  Flip, with only a very minor investment of cards into infinite life. So you know, when you cannot combo for the win and you have to grind your opponent out, classic Counters Company seems better placed than this deck. So it seems to me (and please correct me if I'm wrong) like there is sort of a tradeoff: is it a positive sum game, all in all? Not talking about the fun aspect here, because it must be just amazing to pilot this deck, feeling all these options just at a Glittering Wish 's tutoring away, whereas Counters Company is certainly less varied.

  2. I've read that you've tweaked the deck to make the Blood Moon matchup better (i.e., less bad): what did you put in extactly? And, more importantly, how are you supposed to play against a deck that may have Blood Moon? You fetch basics, rely on Birds of Paradise, and hope they don't draw it?

Anyways, thanks for putting this masterpiece out there for all of us to see :)

Strangelove on WARriors

2 months ago

Hi Shayda!!!

Dude those dragons are doing so well (when no one wipes them)!

Did you want a similar deck? 'Cuz that's what you've got here... but I think you should lean into go-wide-aggro > midrange and play more 1-2 cmc creatures and move all your ramp to 2 (Rampant Growth, signets, etc).

I'd also recommend Golgari Charm, Boros Charm, and Heroic Intervention.

Tribal decks have so much flavor! Hope this helps, maybe we'll see it next weekend? :o

Stardragon on None

2 months ago

I wish i knew how to send MSE card onto this website so here we go

Hanna, Survivor of Estwald 2

Legendary Creature- Human Werewolf

First Strike, Haste, Protection from Spirits

Whenever a human werewolf or werewolf deals damage to a player or kills a creature you may transform it.

Other Wolves and Human Werewolves you control gain haste and +1/+0


Hanna, Avenger of Estwald

Legendary Creature- Werewolf

First Strike, Wither, Protection from Sprirts and Clerics

Whenever a human werewolf or werewolf deals damage to a player or kills a creature you may transform it.

Other werewolves and wolves you control gain +2/+0


As you can see i wanted to make a better werewolf commander that actually helps werewolves by helping with their transform mechanic, not just Wizards saying here's a legendary werewolf happy now which is how I felt when they made Ulrich of the Krallenhorde  Flip. Anyway as werewolves are aggressive I also tried to help that nature by buffing and since you want to keep other werewolves transforming like Huntmaster of the Fells  Flip or not have transform like Duskwatch Recruiter  Flip so i gave each side the ability to choose if you transform the card that dealt damage to a player. Flavor wise the human transform after tasting blood and that the werewolf transform after getting their fill. Of course it doesn't deal with the werewolf clause of weather someone played 2 spells or didn't play 2 spells in a turn.

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