Kessig Naturalist

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Lord of the Ulvenwald  Flip

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Legality

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

Kessig Naturalist

Creature — Human Werewolf

Whenever this attacks, add or . Until end of turn, you don't lose this mana as steps and phases end.

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.)

psionictemplar on Elder Dragon Conduit

2 years ago

If this were my deck, I would probably drop the following: Bard Class, Tovolar, Dire Overlord  Flip and the Kessig Naturalist  Flip. My reasoning is as follows:

Bard Class: The 1st chapter only helps 2 creatures in your deck. The 2nd chapter, does a little better, but you're still relying on having specific cards in hand to make use of it and if you don't then why are you putting it into play? The 3rd chapter runs into a similar problem, but what I see as a bigger problem would be casting the spells you could get off of it. Your land count isn't that high and might cause you to stall, making bard even less useful.

Kessig only pumps (and only sometimes) tovolar and dies to your dragon saga. Probably not worth it. Your large creatures are definitely going to carry the burden of winning for you. More coming later about this.

Tovolar is ok, but I don't feel like you get enough use of his abilities to make it worthwhile.

What I would do/add: First thing I would do is add a few more basic lands (forests would probably be best). Only having 20 lands will probably screw you up more times than it will ever help you. It also gives you more fodder for Borgy. Another thing I would look to add is a set of Transmogrify. This will enable you to take all your small creatures and turn them into your heavy hitters more often than not. You have enough token makers with domri and the green saga to make use of it. Consider this possibility, turn 3 weatherseed, turn 4 transmogrify into a beater off it's token. Nylea's Presence is also something to consider for the final chapter of weatherseed.

So what would the deck look like after these changes: I see this deck trying to keep small creatures at bay while with conduit and the dragon saga while you set up large creatures to beat face with. It's fairly simple and I think it would make the deck support itself better overall with these changes. But that's just what I would do. It's your deck, have fun with it however you want.

Coward_Token on Innistrad: Midnight Hunt. A Good …

3 years ago

Augur of Autum: Neat alternative to Courser & Radha, Heart of Keld. Achieving Coven so that you can do Creature card-based card advantage is a bit "win more", but it's still a neat bonus to the default extra land-playing.

As a side note, I'm a bit worried over the lack of new EDH-decent Gruul-inclusive Werewolves. Aside from Tovolar, there's just Kessig Naturalist  Flip. The actual Wolves aren't very impressive either.

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