Kessig Wolf Run
: Gain .
[[symbol:X], : Target creature gets +X/+0 and gains trample until end of turn.
|Have (2)||orzhov_is_relatively_okay819 , abby315|
|Want (3)||SerenityF3 , Mlord , Cool_Cat|
Combos Browse all
|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Latest Decks as Commander
Kessig Wolf Run Discussion
5 days ago
5 days ago
legendofa no worries about being pushy, and you are right, connecting dmg could be a problem with this deck. I think Thriving Grove may be my best bet for a red source. Just because it supplies green as well and can be swapped out for Temple of Malady, may need another red source as well though. I think Kessig Wolf Run may be the best fit for the deck of the 3 you brought up due to its ability to also buff the moths, replacing Pendelhaven’s limited uses, as Pendelhaven is extremely restrictive in that it can only buff the moths and and only so much.
6 days ago
1 week ago
In the last article, I referenced the opinion that Heath Ledger’s Joker is a Rakdos player. Here, I further submit that Godzilla is a Gruul player, or would be if you could find cards big enough. Big, stompy, and gloriously unsubtle, if you like mind games then maybe this isn’t for you. The rest of us will have a grand old time stampeding over you in the true Rhythm of the Wild.
Parsing out themes within Gruul commanders was a little more challenging than the past color pairings. While there are obvious trends like ramp and damage, I’d prefer to discuss things that are more in line with both colors rather than one or the other. To that end, we’re discussing X, Power, and Unsubtlety. As always, please bear in mind that the point isn’t a discussion of the competitive but rather a celebration of the thematic.
Bear with me. There are only six legal Red-Green spells with X in the cost, and not all of them are playable. However, there are currently eighty red X spells in print, sixty-eight in green. The other colors all have less. Of those 148 cards, 71 do some sort of damage. My point is this: In the Green corner, we have the undisputed champion of ramp, while in the Red corner we see, by inference, the most willing color to serve as a mana dump. Klauth's Will is probably the only Gruul X spell I’d play, but there are lots, and I mean LOTS, of mono-colored choices for channeling your inner flamethrower.
A 4/4 for four? Not bad. That taps for four? Woot! Heck, I run every Gilded Lotus I own, and that’s only good for three mana! If you like X spells, Rosheen is a nice, reliable bet that probably won’t draw much hate.
This guy? Unlike Rosheen, he might draw hate, and in spades. Doesn’t look relevant to X at first glance, does he? All that draw is magnificent, and an excuse to finally go tribal werewolves is well and good. Come nightfall, though, and he suddenly turns into a Kessig Wolf Run. Crack enough mana and you can kill everyone with one wolf token each. Good times.
This card was made for Goblin Bombardment and all it’s disgusting relatives. Sweet mercy, what a load of combo this is. Crack infinite, Make a pile of tokens, play it, empty it, play it again.
Green’s fatties tend to be just that: well-rounded. Most of them have equal power and toughness, or near to it. In Red, however, you see things like Spark Elemental frequently: potent attackers made to die quickly, loudly, and messily. Both colors, though, have a passion for dominating in the combat phase. From Runes of the Deus to Fires of Yavimaya, there’s a fine sweep of support for storming enemy lines, and there are a number of Gruul commanders who do the same.
Whoa nelly, let them fight is right! Suddenly all those glass cannons Red gave you are made mighty, mighty thick by offense being, after all this time, the best defense. Flowstone Slide is suddenly tempting to play, frighteningly so. I don’t know what other chicaneries you might get into, but this is something I’d love to see played.
Omnath, Locus of Mana had a flying, hasty baby. I’m just going to leave this here and remark that any other commentary I would have made is being drowned out by maniacal laughter.
You like command damage, right? Of course you do. Well, that’s not the point here. However, playing big toys is strongly endorsed, especially when paired with Unnatural Growth and all those delightful parallels to the Pathbreaker Ibex. Get tall, go wide.
One could argue for the elegance of simplicity, but there’s nothing elegant about clubbing your opponents with chonks or hosing them down with napalm. Black, now, black’s plenty elegant. Blue is stupid elegant. Green and Red, though, lean towards an extremely direct approach. Here, we’re talking commanders that reward simplicity, encouraging unorthodox deck construction in order to reap some sort of reward.
Lands and critters, critters and land. And SUCH land! I always loved Heartbeat of Spring, but most similar effects double everyone’s stuff, or a particular kind of stuff. Not Nikya. Nikya gives only to you, provided you want to spend it on creatures. Props if you start pulling crazy tricks with Ashaya, Soul of the Wild.
Always swing? Ok. Reach and Vigilance? With two heads, I’m not surprised. 6 damage to anyone not playing a proper spell? Gloriously unsubtle, and less prohibitive than Nikya. Faced with the prospect of self-immolation in seven spells, Blue is going to be very, very cross with you, to say nothing of artifact decks.
The big guy puts me in mind of a line from X-Men Origins: Wolverine. “I'm coming for blood; no law, no code of conduct. You put me in the right direction, you get the hell out of my way.” This looks hard to pull off, but lordy the work it’ll do when you manage! I know from experience that green has all the kit necessary to fill a hand with land: give ol’ Borbor a deck excessively stocked with lands, a few choice options to shuffle your graveyard back in, stick him with Basilisk Collar and get to work.
And, for my personal favorite...
We HAD to discuss him at some point. Nobody is going to look at this guy piloting your deck and wonder what’s going to happen. You are going to spam land drops like nobody’s business until you can afford to plunk his expensive ass on the field, and then you are going to start making an EFFORT. You are going to throw thiccness at absolutely everyone. And, above all, there will be a delightedly murderous glint in your eye whenever someone suggests boardwiping. I know because this is an old, old deck of mine; there’s a bare-bones toolkit, then 40-odd lands and a massive pile of land-rush and “whenever you play a creature.” Think Warstorm Surge, Animist's Awakening, and an excessive collection of the actual token.
That's it for this round. Thoughts and questions are welcome. I hope you enjoyed it, and will come back next week for a real favorite of mine, Selesnya!
Green, with links to the other mono-colors
2 weeks ago
I got a KICK out of your primer! :D I have limited experience playing gruul, and even less so playing a burning, spell slinging deck, but it looks great!
Nothing to upgrade, just alternatives and things to think on as you keep playtesting the deck! Things that come to mind are: Glint-Horn Buccaneer is a combo with Keen Sense to deal a lot of damage and draw yourself out. Also you mentioned the Zendikar lands, Kazuul's Fury Flip seems good in a deck going tall and burning, could help get that last burst damage in! Pir, Imaginative Rascal is a hardened scales with legs. Ring of Valkas could be something to look at, though it could be a little slow. Would be a decent trigger for getting even more +1/+1 counters. I run Inspiring Call in my bears deck. While it won't gain you as much card advantage, it is protection that replaces itself! The Explore and Riot mechanic would also work in tandem with your gameplan! Something like Path of Discovery or Rhythm of the Wild could also kickstart the counter train. Also, weird card choice, but Wort, the Raidmother could also be an interesting 1 of in the 99! Admittedly a utility land, Kessig Wolf Run was recently reprinted, and is an oldie but a goodie way of getting in that last bit of damage! Also, while not really a kicker matters card, Hull Breach is a good 2 for 1 removal!
3 weeks ago
Fun deck description, looks like a blast to pilot!
Kessig Wolf Run recently got a reprint, so I think it'd fall into your budget! It's another way to get your damage in, not only in pumping your own creatures but also leaving up mana to pump up someone else's. Another feather in your cap for when you want to start ending the game.
You already have Genesis, so I would also maybe look at fitting a Spore Frog in there somewhere! I've been saved many a time by this card, and once you get Genesis online, you can have a soft lock on combat damage, with you being able to recur the frog. Can be frustrating for combat based decks to deal with!
Eternal Witness is another card that I wish was JUST a bit cheaper, it'd fit into your deck. Pairs really well with Kogla, the Titan Ape (Which you should for sure give a try to!). At a few bucks less expensive, the relatively new Timeless Witness could be a budget option, with it only costing 1 more mana but gaining eternalize. Both would allow you to continue to fetch bombs from the graveyard once the game gets long.
Battle Mammoth helps in dealing with decks that have a lot of targeted removal, and is a decent beater for cheap if foretold. The recently rotating out Thorn Mammoth is another card that I've seen put in work once it resolves! Just a few ideas I had after reading the deck!
(Just checked, Eternal witness also got a reprint, so it'd slide in in just under 3 dollars!)
1 month ago
(Assuming the OG Werewolves & Moonmist, etc. are errata'd) I'm actually pretty stoked for the Werewolf (and/or Wolf) Commander. Werewolves want to transform and do Aggro things, and the new Legendary does this. Plus, I would think that having a Kessig Wolf Run with legs in the Command Zone would be pretty decent for an Aggro deck too.
1 month ago
Beloved Beggar // Generous Soul: This is cute... although the concept of a senior (and homeless?) beggar is pretty sad in hindsight. Anyway, disturb is a neat design, seems reminiscent of Eternalize.
Allied pseudo-Battle Lands: I prefer Fast Lands but these are still a welcome budget alternative.
Jadar: Is decay the token drawback mechanic? Basically Ball Lightning keyworded; kinda odd that it's tied to something that's mainly black-flavored.
Tovolar: Awoo~. More human and less magic-y than I imagined, but I'm not going to complain too loudly. I think we've all seen some variation of this as a custom card before, including the generic tribal rewards, but even though it's not super revolutionary it's liberating to finally see it happen. With the leak of the day/night mechanic I was a little worried they weren't going to introduce backwards compatible support for the old Werewolf cards for EDH, so I'm quite happy to be proven wrong in that. Finally: tribal Kessig Wolf Run.
Sigarda: Kinda unexciting for EDH Human tribal at least.
Secrets of the Key: Lonis, Cryptozoologist is obviously happy about investigate's return, tho honestly I'm kinda confused why Clues need a keyword tied to them anyway (not like we have "cook" or "dig" for its sister tokens).
Brutal Cathar // Moonrage Brute: While it's a bit insulting that one of the beter Werewolves isn't gruul-legal, I do like this design for boros. You dared force night to turn into day? Fuck you, Banisher Priest more of your stuff.
Tavern Ruffian: I mean no offense, but the art seems to feature the least female-coded female human figure yet in Magic, unless there's a key signifier I'm missing. I'd be curious to see if the art description specifically asked for that to be more diversive.
Avacyn's Memorial: Meh, seems overcosted, esp. since it only covers legends.
"Visions" mechanic: I like that this helps make costlier commanders better, even if e.g. Ghalta, Primal Hunger will be smooching of it. Also, Gitrog!