Kessig Wolf Run

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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
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Kessig Wolf Run

Land

: Add .

[[symbol:X], : Target creature gets +X/+0 and gains trample until end of turn.

UrzasUnderstudy on Tiny Wolves

2 weeks ago

Soooo I had written this huge awesome thoughtful comment that I had just gone and previewed when the site hiccuped and there went an hour's worth of words....

Anyhow, in brief and now in list form, here are some cheap, thematic cards you might want to consider: Breakneck Rider  Flip, Domri, Anarch of Bolas, Duskwatch Recruiter  Flip, Geier Reach Bandit  Flip, Hermit of the Natterknolls  Flip, Inscription of Abundance, Howlpack Resurgence, Kessig Wolf Run, Mage Slayer, Mayor of Avabruck  Flip, Moonlight Hunt, Moonmist, Natural State, Path of Ancestry, Pit Fight, Neglected Heirloom  Flip, Silverfur Partisan, Soul's Fire, Village Messenger  Flip, and Vines of Vastwood

JoosetheMuice on It Get the People Going

1 month ago

The plan was to make this token themed correct? Assuming that's still the case, I would definitely like to see more producers and support. Some ideas"

Deep Forest Hermit - producer Tempt with Vengeance - producer Anointed Procession - support Ghired, Conclave Exile - producer Jetmir, Nexus of Revels - support Assemble the Legion - producer One Dozen Eyes - producer Rith, Liberated Primeval - producer

Aside from that I feel like Master Warcraft is a must here. Soltari Foot Soldier is a cool possibility to trigger Marisi and Soltari Champion could be kinda scary. Mother of Runes also seems really good here. Trample lands like Kessig Wolf Run and the rage pits could also be nice.

thefiresoflurve on Naya Populate True

2 months ago

Welcome to big board state club! (I used to run G/W populate back in the day).

Disclaimer: not sure what your budget is for recommendations, so I'm going to go by what I see here (Dockside, Smothering Tithe, Parallel Lives level of cost for individual recommendations).

I think Ghired, Conclave Exile would make a better commander here than Palladia-Mors, unless you're tied to the latter for sentimentality/flavor/etc.

Next, land base. The single best thing I did for my Esper deck was upgrading my land base. You don't have to go super hard here to see results, but I would put together a list like: 1x Cabaretti Courtyard 1x Command Tower 1x Jungle Shrine 1x Sungrass Prairie 1x Rockfall Vale 1x Branchloft Pathway  Flip 1x Needleverge Pathway  Flip 1x Rogue's Passage 1x Kessig Wolf Run 1x Gavony Township. If you like this route, there are even more cheaper dual lands you can add in like the Temple of Triumph and friends.

There are a few cuts or substitutions that I think the main deck could make really easily:

Ultramarines Honour Guard -> Caller of the Pack. If Ghired attacks with a creature that has Myriad, he can populate the token that Myriad creates, but the Populated token forgets about the exile clause. Thus, you can end up with a theoretically infinite horde of creatures. It's fantastic. :D

Going off that last bit... Wayfaring Temple -> Treasure. Basically a great card in commander anyway, here it's a free win if you manage to clone it.

Growing Ranks is an easy cut. It's way too slow for EDH (compare it to Parallel Lives...) Could replace it with a Talisman of Conviction or friends to help you ramp faster.

I would replace Momentous Fall with Teferi's Protection or Akroma's Will or Grand Crescendo - some extra source of board wipe dodging. I don't think your creatures are really big enough to warrant a momentous fall.

I would also replace Druid's Deliverance with one of the aforementioned board wipe dodges. There are also some cheaper options like Your Temple is Under Attack, Unbreakable Formation, Make a Stand. Reasoning being: you should have enough board state to block things that want to hurt you, as long as you keep your board alive.

As far as making tokens sooner: well, if you want to do that, you're going to have to run some cheaper creatures.... or ramp faster. I'd probably opt for ramping faster, TBH, since your creatures are really cool. If you add the entire Gruul Signet and friends, along with the Talismans I mentioned earlier, that should get you to the minimum ramp package in tricolor EDH to make sure you can play quickly.

Naya Charm -> Artifact Mutation can help make some earlier tokens.

Brindle Shoat and Call of the Conclave are some decent options for turn 3 tokens you might consider, as well. But adding those would also require cutting other stuff.... horrible choice I don't envy you : P

Sorry for the wall of text...Hope that helps, and happy building!

lhetrick13 on The Hermit and the Pack

2 months ago

Finn_Fillory - I feel like for the modern format, this deck has a pretty high mana curve. If you are just playing some kitchen table magic with friends, that is fine but if you are trying to make a somewhat competitive deck, you need to give some 1-drops or at least run some ramp to accelerate the deck. The average cost of a card in the deck currently is 3.42 meaning you on average will not play a single card till turn 3-4. In modern, that is a long, long time to get a board presence and given the abundance of removal spells seen in modern, one you do get out that first card on turn 3-4, you will seen in annihilated immediately since you are running almost no protection other than Avabruck Caretaker  Flip.

Some recommendations would be adding Kessig Wolf Run and definitely some Stomping Grounds to even out the mana. I would also suggest you drop the land count down to 22-23. I do not think there is a reason to run that many lands unless you keep such a high mana curve, which I am hoping you will not. Maybe remove 6 lands and add 4xUtopia Sprawl and introduce a 1-drop werewolf?

Looks like you are going for a wolf token build so maybe think about adding in Parallel Lives as that could have huge implications.

I see you have Hermit of the Natterknolls  Flip for some extra draws. Werewolf Pack Leader fills a similar roll with a lower CMC with an easier trigger (you attacking). I believe there are other werewolfs that would fill similar roles but can not think of them off the top of my head, Realmwalker is also one of my person favorite for extending my hand to the top of my library in terms of casting creatures and that shapeshifter ability comes in handy for fitting into tribal builds!

Lastly, I feel like every werewolf deck needs a way to force it to be Night. Nothing worse that having an army of weak humans out there you can not get to transform unless you chose not to cast something or hope your opponent can not. Hedge that bet and slip in an instant that can force that!

Lots of food for thought, hopefully something I mentioned had some merit. Happy brewing :)

aholder7 on Shifty Crabs!

2 months ago

I am liking the concept for this deck. Scapeshift with two crabs should be pretty much game. I don’t see you managing it with 1 crab though. Assuming you are hitting your scape shifts for 6 and grabbing only fetches for max landfall value. You are getting mill 36 over the two turns. The rest you need to have gotten by that point with earlier triggers. And doing that with only 3 fetches (since I already assumed getting 6 of them with scape) seems a lot harder. Now that’s not a dig at the plan, just my observations on the math which is the context for my opinions. With a turn 1 crab you could get a turn 4 kill but it assumes no one shoots the crab or counters scapeshift. Two very big assumptions imo. You seem to be going relatively all in on the combo. I know you list Tireless Tracker as a back up. But that provides you cards but you aren’t playing any interaction and having more cards doesn’t actually win you the game. It mostly seems to help you try and get to another crab to try your main strat again. But if you are going all in on the combo and you play blue I feel that you should at least be packing Counterspells of some kind to protect your combo. A Spell Pierce or something could work well because right now your deck seems to have a weakness to a Lightning Bolt cast in response to scapeshift. Not counting the counterspells you aren’t playing any interaction. No kill spells or ways to slow down the opponent. It seems very possible that even if you don’t get interrupted that you could die just as easily turn 4 since you won’t be stopping them. I’d highly suggest at least some form of interaction in the main board. Since you have titan, if you want a back up plan, you can just make 1 of your lands Kessig Wolf Run and a single mountain. That way you can threaten them in combat if the mill strategy isn’t working.

I think your deck is fine if the game goes long because you have the threat of dropping a single crab and scapeshift on a late game turn to mill for over 24 with 24 more if you untap. It’s just surviving that long if you didn’t kill them on t4. The scute swarm seems to be your main survival tool which as you stated isn’t exactly your best hope. You’d rather not block with crabs if you can help it. You could put some counters in like Remand and Counterspell or you can play cards like Arboreal Grazer which can ramp you then chump block which may be more your style.

Overall I think the deck is really interesting but I think your lack of interaction is going to be a big hinderance. I hope you do well with this deck and I’m curious about what games you’ve had and how it fares.

Grind on Season's Beatings

3 months ago

Cool deck!!!
Have you considered Command Tower, Kessig Wolf Run, Khalni Ambush  Flip, Bala Ged Recovery  Flip, Kazuul's Fury  Flip?

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