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Format | Legality |
1v1 Commander | Legal |
Alchemy | 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 |
Pioneer | Legal |
Planar Constructed | Legal |
Planechase | Legal |
Pre-release | Legal |
Quest Magic | Legal |
Standard | Legal |
Standard Brawl | Legal |
Tiny Leaders | Legal |
Vanguard | Legal |
Vintage | Legal |
Hound Tamer
Creature — Human Werewolf
Trample
: Put a +1/+1 counter on target creature.
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. 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.)
libraryjoy on **A Part of Pride**
2 years ago
As an Ace (asexual), I've gravitated a lot toward cards with a bond between characters and dogs/wolves, since that is my family (huskies). In particular, Tolsimir Wolfblood, Armored Wolf-Rider, Hound Tamer Flip, Selvala, Heart of the Wilds. And I don't know much about her backstory, but I'm very drawn to Freyalise. I'd love to cosplay her sometime.
elk88 on Who Let the Dogs Out?
2 years ago
Hey rafe028! There's nothing wrong with the card and considering this type of deck and it's intended power level, you could absolutely try it out if you'd like. I will say that it's creature quality isn't quite as high as several cards in the list. It's ability is conditional on a good board state (see my comments on board wipes in the update) and it only targets players (the deck doesn't usually have much issue creating a lot of damage or finishing off opponents). The one hiccup with the card is the activated cost. This deck; quite consistently, uses all or pretty much all it's mana every turn (on your turn or others assuming flash). For example Hound Tamer Flip has an ability that I've yet to use. The trample that Tamer provides is great (and it's meant for redundancy since this deck wants/needs trample to get damage through consistently but more importantly to draw more cards) and it's ability is at least an available outlet if it's ever needed. Still though I haven't had to/needed to use it yet (threat of activation with blocks; especially with politicking and pointing that out, has often been enough). Keeping the 'activated ability' thought train going, I've used Duskwatch Recruiter Flip a handful of times but again; referring to the board wipe comment, it's often been a come from behind/ dig for answers situation usually (or as I said in the update, when you're drawing lots of support but no gas). It's flip side for the cost reduction has often been it's better use. Being able to cast several creatures after drawing so many cards (similar effect with Cemetery Prowler) has been great (I'm not saying overextend but when you have 13 cards in hand it's better to use some than just discard). The last 'activation thought' is that the ones I've mentioned already in the deck are mana sinks and don't tap (or something like Howlpack Piper Flip which uptaps) whereas Runebound Wolf is once a turn cycle due to the . You might sneak in fairly late game finisher on one player's end step, upkeep get the 2nd player with your ping and then attack the 3rd to pull out a win but that's probably magic xmas land in a lot of cases (life totals have to be perfect in relation to board state etc). More than likely though this will take a few turns to do (activate for 6, activate again for 6 etc) and your opponents will see this coming (whereas you play several buffing threats and attack for 30 on one turn in the same scenario).
Basically I'm saying when Runebound Wolf is good, you're already ahead and likely don't need it to close out the game/ finish off a player (like you've spiraled out of control with Hollowhenge Overlord and have 20 wolves in play. Then Runebound Wolf feels win more). When you're behind, it's ability isn't doing anything because you don't have the boadstate or you need all the mana to rebuild. And with the deck playing multiple spells a turn (from all the draw), you don't have left over mana to activate with any consistency to make it useful/a threat. It feels like it's ideal place/play is a very late game situation where it's cast and you methodically burn everyone out due to low life totals. Or you're in a game that has some sort of board stall (like someone is a pillow fort with stuff like Sphere of Safety or maybe a player has flooded the board with tokens and you can't get through or something similar). In those edge cases I'm more inclined to say 'you got me' and shuffle up.
As an aside, I will refer to the update and mention that Ill-Tempered Loner Flip (more importantly and specifically Howlpack Avenger Flip) and one of the board wipes I'm using (Blasphemous Act or Chain Reaction) with a decent board state will have the same desired effect of burning out the table. 9 wolves including Howlpack Avenger Flip and Blasphemous Act will kill a table (okay fine it'll do 117dmg so maybe someone is at 3 because everyone was still at 40 lol.)
Now by all means, I don't want to be discouraging and suggest you give it a go. I'd love to hear some game play feedback on how it works for you. If you're knocking people out on the regular with it, let me know and I'll give it another look.
I appreciate your time, comment and feedback! Thanks!
elk
Defied-27 on Wait, where did the deer go? (Budget)
3 years ago
GoblinsBeatElves thank you for the feedback! I love your suggestions and already thought about Duskwatch Recruiter Flip, but was unsure. I included him and Game Trail as well, cut Hound Tamer Flip completely (thinking about it, the deck already had enough trample) and added two copies of Full Moon's Rise to give the deck at least some form of resilience against removal. This dropped the curve quite a bit, wich is always good in a fast format.
I thought about running Village Messenger Flip or Wolfbitten Captive Flip as my one drop... I'm still not certain which way to go, though I appreciate the mana sink of Wolfbitten Captive Flip quite a lot. I guess one could cut two Reckless Stormseekers and fill the slots with Village Messengers to drop the curve even further. I'll do some playtesting with that in the future!
Thanks for your great input!
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