Back:Ravager of the Fells
Huntmaster of the Fells
Creature — Human Werewolf
Whenever this creature enters the battlefield or transforms into Huntmaster of the Fells, put a 2/2 green Wolf creature token onto the battlefield and you gain 2 life.
At the beginning of each upkeep, if no spells were cast last turn, transform Huntmaster of the Fells.
|Have (3)||31770 , sepheroth119 , jecder|
|Want (2)||GrandeKhan , neses|
Combos Browse all
|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Huntmaster of the Fells Discussion
2 months ago
Creature density seems a little low(?) given how you have almost as many cards supporting the creatures as the creatures themselves.
Gruul Charm seems very situational and more of a sideboard card.
Some other fun werewolves: Huntmaster of the Fells Flip (classic 4-drop threat, even outside werewolf tribal, maybe 2 of?), Werewolf Pack Leader (card advantage engine, definitely recommmend 2-4), Reckless Stormseeker Flip (gives your guys haste and buffs them and stuff).
2 months ago
I'd say one of the main decisions you should make with this deck is whether to go for Lurrus or not. Currently, you only have one card, Lili, which is preventing you from playing Lurrus. If you went the Lurrus route, I'd cut the LotV, and Ignobles. Iggys are best used to accelerate into 3 and 4 drops, which means they don't really fit in with Lurrus. Instead, I would probably add some Dragon's Rage Channeler (the card is just too good), Scourge of the Skyclaves, and maybe some bauble. Since Lurrus is so powerful, the best versions of Jund DS are almost certainly Lurrus builds.
That said, imo going into Lurrus-free jund midrange with Death's Shadow like you've done here is more interesting. However, you'd definitely need some more powerful 3-4 drop threats (although I guess Kroxa is kind of a "4-drop"). 4 Iggys seems a bit overboard to me, I think 3 may be more optimal given that its a weak topdeck. Grimlock suggested Varolz and I wholeheartedly support adding 1 mainboard--He's a very fun 1-of and a great topdeck. Bloodbraid Elf is another powerful 2-for-1 threat and a good 1-2 of. There are some other good 3-4 drops like Klothys, God of Destiny, Seasoned Pyromancer, Huntmaster of the Fells Flip but I don't really think any of them are a good fit for this deck.
About Deaths Shadow specifically: I've seen some comments above that there isn't enough self damage to justify Deaths Shadow and that the deck would function better as a midrange deck without DS. Honestly, this deck is more of a Jund midrange deck that happens to run Shadow than a full on Shadow deck. Only running lands and Thoughtseizes for life loss is enough to justify running shadow, since it is an efficient beater for mid to late game kind of like Goyf.
Although we have Iggy now as a one drop, DS isn't really a t1 play. I'd run more hand disruption: I think 2 Inquisition of Kozilek sounds good but whether you run 2 or 3 probably depends on the meta.
For the removal suite, I'd lower the curve. Unholy Heat would be good if you decide to run DRC and go Lurrus. Else, I'd run maybe 2-3 Fatal Push. Between Decay and Trophy, I usually like around 2-4 combined. Terminate is probably not needed to answer Murktide if you run 2 Assassin's Trophies. KCommand is pretty good right now so 2 seems like the sweet spot, although you could easily shave a copy or maybe even go up to 3. I don't think you need to go above 12 removal spells total.
Stuff like Temur Battle Rage isn't really what we want in a grindier midrangier deck, since its more for grixis DS decks to pull surprise wins out of nowhere.
In a Lurrus deck, 19-20 lands is usually enough. For Iggy jund, I would probably go for 21-23. You have mana dorks, but you also have more higher cmc cards. I would cut down on shocks and basics. Only 1-2 Blood Crypt, 2 Overgrown Tomb, maybe a Stomping grounds seems like enough. For basics I think you only need 1 mountain and 1 forest. I would probably go for 8-9 fetches total, since they can either help accelerate lifeloss or save life by fetching basics. If you go above 21 lands, some horizon lands to prevent manaflooding would be nice, like 1-2 Nurturing Peatland.
I won't really go into this one. I've noticed that most of your sideboards follow a very streamlined 4 4 4 3 pattern which can work well sometimes. I personally prefer a sideboard with more variety and 1-2 ofs but I guess it all depends on your meta.
3 months ago
I'm working on a similar list but I'm REALLY struggling to decide on the creatures I want in the main. Instead of Huntmaster of the Fells Flip I'm running Nightpack Ambusher, playing a flash 4/4 to surprise defend or just pump on opponents turn to set up lethal on the following is nice. He also benefits from non-action on your turn to flip other werewolves and create 3/3s every other turn. I'm also likely running Immerwolf to keep my werewolves as werewolves regardless of how many spells my opponent (or I) play. How does your deck deal with board wipes? That's another issue I'm wrestling with but I like the final ability on Ranger Class as a solution to rebuild the board late-game. Interested in your thoughts, +1 on this list in the meantime.
3 months ago
I see nothing wrong with running Blasphemous Act at least. If it’s in your opening hand, it’s easy to just wait for a 1 mana board wipe around turn 4 or 5 and then build your board immediately. Outside of that boardwipe, though, spot removal can often be much more useful than boardwipes, especially in creature centered decks. Some good options are Vandalblast, Tovolar's Huntmaster Flip, Huntmaster of the Fells Flip, Druid of Purification, and Ohran Frostfang (since werewolves love attacking and all).
Ezuri's Predation is close to a boardwipe.
3 months ago
Thanks SirChris39! mindset905 I think Immerwolf is a very good suggestion that you could easily run. Regarding Huntmaster of the Fells Flip, I think he is too far up in the curve with little impact, especially if you are running Immerwolf and prevent his transformations.
3 months ago
Some budget cards to consider adding:
Druids' Repository: each time a creature you control attacks you put a counter. At your post combat main phase you can then remove counters to make mana to cast the cards you drew from your creatures doing combat damage to opponents. You can remove counters at any point of the game to make mana.
Champion of Lambholt: makes creatures you control unblockable and it triggers whenever a token creature is created. Pair her with Howlpack Alpha, Tovolar's Packleader Flip, Cult of the Waxing Moon, Wolfcaller's Howl, etc.
Wolfcaller's Howl: in multiplayer Commander this can be a repeatable source of a lot of Wolves for no extra mana cost. It can be quick repeatable recovery from board wipes.
- Regrowth and Dryad's Revival: any card recursion.
- Fires of Yavimaya: haste enabler, even for token creatures, needed to combo with Packleader and Breath.
Some cards to consider cutting:
- Arlinn, Voice of the Pack: compare her to Tovolar's Huntmaster Flip for a budget six drop who creates Wolves and she's really lackluster.
- Burly Breaker Flip: vanilla five drop Werewolf.
- Somberwald Alpha: subpar four drop Wolf, you have better trample enablers.
- Fangblade Brigand Flip: subpar four drop Werewolf.
- Moonrager's Slash
- Waxing Moon
- Door of Destinies: expensive price, too slow, not needed because you have Coat of Arms.
Some budget land upgrades to consider:
- Unclaimed Territory --> Gruul Guildgate
- Tyrite Sanctum --> 1x Forest
- Jund Panorama --> 1x Forest
- Naya Panorama --> 1x Forest
Good luck with your deck.
3 months ago
Hey, interesting high budget version of Tovolar with less Werewolves.
Human Werewolves that don't have day/night still count towards and transform when Tovolar upkeep triggers. The better Werewolves not having day/night is not really a drawback with Tovolar. Because Tovolar can repeatedly change from day to night then you have more chances to transform nonday/night Werewolves. If you play a nonday/night Werewolf after Tovolar transforms that's fine because more than likely Tovolar will flip back daybound giving you another chance to transform all Human Werewolves you control at your upkeep.
If you want to play a small amount of Werewolves then the ones you play really should give you more than just being a Werewolf.
- Mayor of Avabruck Flip
- Huntmaster of the Fells Flip
- Tovolar's Huntmaster
- Duskwatch Recruiter Flip
- Kessig Naturalist
- Scorned Villager Flip
- Reckless Stormseeker Flip: day/night Werewolf
- Outland Liberator Flip: day/night Werewolf
With such a high budget you can do better than the vanilla Werewolves who don't give you anything when they're Humans as well as when they nightbound transform? Many of the Wolves are also subpar compared to all other cards here. If you're playing the Wolves just to be able to upkeep trigger Tovolar faster any Human Werewolf will do the same thing and give you more than any of these Wolves.
Wolves and Werewolves to consider cutting:
- Pestilent Wolf, Bounding Wolf, Lambholt Harrier, Snarling Wolf
- Tireless Hauler Flip, Burly Breaker Flip, Spellrune Painter Flip
Really nice Fetch lands, but consider playing a Forest/Mountain dual land to fetch: Stomping Ground, Cinder Glade, Sheltered Thicket? Adding these lands will also give Farseek a dual land to search for instead of only being able to search for a basic Mountain. Also by adding some Forest/Mountain dual lands then you could improve the land ramp spells with Nature's Lore and Three Visits.
Some changes to consider:
- Stomping Ground --> Vivid Grove
- Cinder Glade --> Thriving Grove
- Sheltered Thicket --> Temple of Abandon
- Nature's Lore --> Lay of the Land
- Three Visits --> Rampant Growth
Some other lands that would improve the manabase by cutting some basic lands especially Mountains:
- Spire Garden
- Grove of the Burnwillows
- Karplusan Forest
- Rogue's Passage
- Cragcrown Pathway Flip
- Fire-Lit Thicket
- Rootbound Crag
- Game Trail
Arcane Signet could replace Herald's Horn since Horn doesn't do much if you're not tribal. With so few Werewolves or Humans as well as many different creature types then a mana rock would make more ramp.
Good luck with your deck.
4 months ago
Your commanders strength lies in combat and your colors in fast aggressive and overwhelming force, in short I would play it similar to Edric, Spymaster of Trest but with less politics and more face smashing. Use green to ramp up mana fast, fueling future big plays with red to aid in haste and repeated same turn attacks. Your commander should net you enough cards to pursue both.
With haste in mind I would look more into more mass haste effects like Fires of Yavimaya and Fervor to keep the assault coming, there is no reason a creature just cast should not net you a replacement card in the same turn. I also recommend overrun effects like well, Overrun, Xenagos, God of Revels and similar to flatten your foes and any defenses they may have to prevent chump blocks and keep the cards flowing.
With your strong ability to card draw I recommend more lands probably around 36 minimum and spells to get those lands into play rapidly, you should ideally be able to cast two to three spells on each of your turns. Some other good ramp ideas are Nature's Will, Druids' Repository and Sword of Feast and Famine or similar, combine with Aggravated Assault if your feeling brutal.
I like tokens but I don't think your commander is consistent enough with tokens to really be a rewarding strategy compared to Rhys the Redeemed or some similar token commander. Cards like Wolfbriar Elemental still have a place due to generating an instant in tribe army without the need for support cards like Parallel Lives and Huntmaster of the Fells Flip is just fine since hes in tribe and is a pretty good werewolf even without tokens.