Feed the Pack

Feed the Pack

Enchantment

At the beginning of your end step, you may sacrifice a nontoken creature. If you do, put X 2/2 green Wolf creature tokens onto the battlefield, where X is the sacrificed creature's toughness.

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Legality

Format Legality
1v1 Commander Legal
Block Constructed Legal
Canadian Highlander Legal
Commander / EDH Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Unformat Legal
Vintage Legal
Casual Legal
Custom Legal
Quest Magic Legal

Rules Q&A

Latest Decks as Commander

Feed the Pack Discussion

DankMagicianD on Ezuri League

1 month ago

A Forest was swapped out for the new Barkchannel Pathway  Flip, a straight upgrade. Feed the Pack is one of my favorite cards, but it can be very feast or famine. Its replacement, Vorinclex, Monstrous Raider , has a much higher floor while still being very threatening. Finally, Prime Speaker Zegana has been replaced by Toski, Bearer of Secrets . Both are great at drawing cards, but Toski's indestructibility and lower mana cost edge give him the edge. I really want my card draw to be cheaper.

McToters on Restaurant Tribal

1 month ago

Love this!!! How about Feed the Pack ?

TheVectornaut on RG Wolves

4 months ago

From my own experience playing pure wolves in jank Howl of the Night Pack / Wolfbriar Elemental , Feed the Pack walls, golgari Kessig Cagebreakers , and my shaman kinship deck Size of the Fight in the Dog, I highly recommend Silverfur Partisan . He's good with friendly Giant Growth and enemy Doom Blade s flying around, and he's excellent with multitarget spells like Setessan Tactics and Strength of the Tajuru thrown in. If I had to cut something first, it'd probably be Brazen Wolves since a 3 mana (sometimes) 4/3 isn't as impactful as even a Spirit of the Hunt or Witchstalker . Interestingly, both of those wolves might make decent sideboard cards, the stalker especially. The new Sarulf's Packmate is a card I haven't tested but I think is worth looking into as well. Otherwise for the side, I'd start by adding some ways to stop removal from shutting down your creatures. Asceticism is a classic pick for slower metas.

TheVectornaut on When The Wall Is Up Against You

8 months ago

I have a lot of experience with mono-green Assault Formation in modern and legacy casual, so I'll toss in some of my thoughts.

Perfect curves certainly aren't necessary, but you should be able to accomplish something on each of the early turns of the game. More than just playing any old card, it should be something that fits in with your overarching gameplan. I agree with cutting Adventurous Impulse as a 1-drop for this reason. It can't get you Formation, Bow, or any other noncreature combo piece you happen to be running. I'd usually run a Llanowar Elves style dork instead in a ramp list. Still, in walls, I think there are even better options than that. My personal favorite is Traproot Kami since it adds an early defender to the pool and can become a serious threat with Formation if the game goes long. Plus, it works well with the lands-matter strategy that Oran-Rief Hydra is also part of. Other options I've had less success with are Jaddi Offshoot for life, Portcullis Vine for cards, and Saruli Caretaker for slow mana. On 2, Sylvan Caryatid, Gatecreeper Vine, and Wall of Roots are all ramp options, but you're probably fine with just Battlement and Vine Trellis. Wall of Blossoms, however, I view as a must-have if you want to maximize your mana without running out of gas. The ability to up the defender count while replacing itself is so good that I even run a playset of the slower Carven Caryatid too, but this could be excessive depending on the deck. The last defender I'll mention is Tree of Redemption. It's more expensive, both in CMC and in dollars, but it is an undeniable threat with Formation. Higher toughness also makes better use of tricks like Sheltering Word and Feed the Pack.

For the top end of the curve, you might actually be underestimating how much mana the ramp walls can net. With your current setup, you only need 2 of either Guardian or Battlement and 1 other wall to have 9-11 mana on T4. Removal is obviously the biggest obstacle to this being a reality but it seems like you're preparing for a counterspell-heavy meta in a big way. Either you use your protection on the walls and win with Formation when they stop your bombs, or they wait to remove the bombs and you have protection saved up to stop them. Honestly, it feels like you might have too much defense in the mainboard but I'll touch on that later. My point here is that you are likely to have more than enough mana to cast threats much more substantial than the Hydra, and that's without modifications to your suite of defenders. In the current version of my deck, it isn't strange to have a game like: T1-Forest+Traproot Kami, T2-Forest+Overgrown Battlement, T3-Forest+Wall of Blossoms+Axebane Guardian, T4-Forest+Genesis Wave for x=9. Oran-Rief Hydra is a totally fine card to top off at if you build around it, but right now I don't even see it being better than Terra Stomper in a lot of games (and Stomper even has built-in counter protection now that I think about it XD). To get more value out of the Hydra, I'd swap the cycling lands for cheap fetches like Evolving Wilds to double up on landfall triggers, and I might also consider some +1/+1 synergy cards in the vein of Hardened Scales or Hydra's Growth. On the subject of landfall, Vinelasher Kudzu is an interesting option that fits with the plant/wall cards, at least thematically. Mechanically, Undergrowth Champion, Rampaging Baloths, and Avenger of Zendikar are all probably better. I've already mentioned Genesis Wave, but some other options for finishers that I've seen are Archetype of Endurance, Hydra Broodmaster, Primordial Hydra, Vigor, End-Raze Forerunners, Colossus of Akros, pretty much any eldrazi, and any red x-spell that can target players. If you choose something with x in the cost, having Umbral Mantle or Freed from the Real to generate infinite mana is beneficial.

The last thing I'd like to talk about are your noncreatures. As I mentioned before, 4 countermagic blockers seems a little excessive in the main 60. I personally struggle much more with Path to Exiles, Fatal Pushes, and Searing Bloods than Counterspells on most days, so I'd usually prefer the Vines of Vastwood or the flexible Veil of Summer. However, I don't know what your meta looks like. If countermagic is a big problem, another way to get around it is to add in plenty of redundancy. Instead of running only 4 bombs, run 8 so 1 is more likely to slip through. Savage Summoning and Insist are fine answers, yet they run the serious risk of becoming dead cards if your opponent isn't playing blue. Of your instants though, Subdue seems to be the weakest to me. It looks like it will usually be a bad Awe Strike or an inverted Berserk that can't contribute to damaging the opponent. If you had cards to benefit from toughness outside of combat like Kin-Tree Invocation, it could at least serve a similar role to Glyph of Destruction in Wall of Blood/Rite of Consumption decks. The final card I might reexamine is Bow of Nylea. generally, mass deathtouch is at its best when you either have a way to force damage (like Lure or Thornbite Staff) or when you want to create a disincentive for your opponent to block (like when running a Curiosity deck. The thing about a high power is that it already allows you to kill multiple blockers and the thing about trample is that it already discourages single blocking. Deathtouch on such a creature is therefore a little redundant. Sure, it's better to have it than not have it, but it might not be worthwhile if it comes at the cost of 3 mana and a card. I'd want some concrete way to take advantage of the Bow's activated ability to justify running it. For example, my G/W enchantment lifegain deck from Theros standard used the gain 3 life ability to buff Ajani's Pridemate. In your case, the +1/+1 might be the best choice to build around since it can overlap with the Hydra's trigger.

Milesfuzz on Wolfpack is Life

10 months ago

Heya! Nice deck, would just like to share some of my findings from my own experiments

Light of Sanction, Mark of Asylum and The Wanderer all make your fight triggers one sided removal.

Nightshade Peddler makes all your fights lethal.

I've found Wren's Run Packmaster to be pretty sub optimal since most of the time the only elf you really have access to is your commander himself and I'd rather have Tolsimir in play.

Feed the Pack i've always found to be pretty suboptimal for 6 mana, also alot of the non-token creatures usually happen to be super synergistic and I don't usually want to remove them. Depending on your meta Wolfcaller's Howl can be pretty meh too.

Lastly, I had a larger land ramp package so I could make use of Howl of the Night Pack. Card can end the game all by itself!

Strangelove on Hogaak and friends

11 months ago

Hey ICanAlwaysBeWorse, @your post, +1 friend!

Here's my Hogaak deck. I wanted to play Hogaak as soon as possible (to swing face)! To that end... pumping Hogaak +5/+x (with cards like Become Immense) or Grafted Exoskeleton lets you two-shot people with commander damage.

I'd also recommend Greater Good, Momentous Fall and the like.

Feed the Pack, Spontaneous Generation, Carrion, Plague of Vermin, etc are great in an aristocrats build.

Discard outlets like Putrid Imp are a lot of fun, but they might lean you away from the power level you're looking for. I would at least play Zombie Infestation; its great in Hogaak.

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