Fang of the Pack

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Oathbreaker Legal
Planechase Legal
Quest Magic Legal
Vanguard Legal
Vintage Legal

Fang of the Pack

Creature — Wolf

Melee (Whenever this creature attacks, it gets +1/+1 until end of turn for each opponent you attacked with a creature this combat.)

At the beginning of combat on your turn, another target creature you control gains melee until end of turn. (If a creature has multiple instances of melee, each triggers separately.)

triproberts12 on Wolfen Horde

5 years ago

Also, what is Eidolon of Blossoms doing in here? Also, Taurean Mauler and Chameleon Colossus are two of the best "werewolves," and you'll get some splash benefits for Fang of the Pack from some of your cards. You could use a couple of overrun effects in addition to Tribal Unity like Triumph of the Hordes and Craterhoof Behemoth , since it's the best way to close out the game with a creature deck.

TwoIdiots on Baby's First Multiplayer Cube (cards to include?)

6 years ago

CHANGELOG 08/05/17

Additions:

Cuts:

Potential cuts (not removed, waiting your feedback):

Notes:

Goblin Tribal just didnt seem viable unless you draft AND CAST Krenko. The deck leans too hard on one card and is too all-in for the multiplayer format. Sorry Goblins!

I left in the GU liege in case we want to do tap control in Simic, but I think we should move away from that archetype. I think I am more into ramp (Rashmi etc.) or cheating (Show and Tell effects). Maybe Simic is just good enough that we dont really need to plan too much for it. I dunno.

Still torn about Azorius. Do you think we have enough control in the format as-is? Can we do creature control with blinks? I want to move away from walls and wraths if possible, but I also want control (in whatever form we decide to do it) to be viable. Its important to me that there is room for control players to have plenty of fun drafting and playing, but its also important to keep the pace of the game. I think where we are now is a good mix of aggro/midrange slugfest plus control elements that cut them down and build CA over time.

/N

Blackshadow415 on Selvala, Caller of Beasts

7 years ago

Ah yeah I need to find a spot think about switching out Snapping Gnarlid and Fang of the Pack

Wizno on Endless Waves of Werewolves. Werewolves EDH

7 years ago

I love that werewolves have a proper commander now as they're probably my favorite tribe! I've also been running a werewolf EDH deck and I do have a few suggestions based on my own experience. I'm not sure what your budget is either so I'll give you a range of options (price-wise)!

Okay so let's start with the mana-base. Budget pending, incorporating more dual lands will help smooth out your turns:

Cinder Glade
Stomping Ground
Temple of Abandon Raging Ravine
Fire-Lit Thicket
Mossfire Valley
Mountain Valley
Game Trail
Wooded Foothills

Again, which ones you choose are up to your budget and preference but adding more of these will help out a lot. I would also recommend a few additional utility lands like:

Oran-Rief, the Vastwood
Hanweir Battlements
Winding Canyons

These will help pump your wolves, give them haste, or cheat them on to the battlefield so they can flip easier.

My next round of recommendations is related to your creatures. I originally tossed in all of the werewolves into my deck because I was so hyped but learned very quickly that may not be ideal. You can likely cut some of the more vanilla werewolves because they aren't really contributing much else beyond a creature type. I would often ask myself, "if I top decked this card, would I be happy?", and that's how I approached those cuts.

I would suggest adding in some creatures that will support your werewolves indirectly:

Ruric Thar, the Unbowed
Xenagos, God of Revels
Dragonlair Spider
Fang of the Pack

The next line of support is cheating in cards so you can get more flips. I would suggest some of the following:

Winding Canyons
Yisan, the Wanderer Bard
Yeva, Nature's Herald
Vedalken Orrery
Lurking Predators
Hibernation's End
Selvala's Stampede
Wild Pair

My last round of suggestions would be related to card advantage. Gruul decks have a notoriously hard time keeping up with other colors in terms of card power so trying to gain advantage any way you can is crucial.

Cards like the following can help:

Gamble
Magus of the Wheel
Wheel of Fate
Hunter's Insight
Shamanic Revelation
Grenzo, Havoc Raiser

I know this is a lot of info. and I hope some of it helps! Good luck with your were-pups!

P.S. I would add in a Sol Ring.