Creature — Human Werewolf
At the beginning of each upkeep, if no spells were cast last turn, transform Lambholt Elder.
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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Latest Decks as Commander
Lambholt Elder Discussion
9 months ago
I haven't run this through any playtests, but at first glance, it seems to have a decent curve, some interaction / protection, and several anthem effects. Can you give more of an idea of what makes it feel like something's missing? Are you running into snags while playtesting?
Otherwise, just a couple general comments: I feel like Lambholt Elder Flip and Mondronen Shaman Flip are a bit weak. I'd replace them with a stronger creature (see below). And while I like the transformed side of Kruin Outlaw Flip giving menace to all your dudes, that double red worries me. Have you had trouble casting it on T3? I also don't know if I'm a fan of Instigator Gang Flip. Maybe I'd feel differently if I playtested it, but +1 to attackers seems low impact for 4 CMC. Sure, you get +3 at some point, but I'd evaluate it more on its front face.
If you were to cut any of those (potentially up to 9), here's some possible additions:
As a 4 CMC replacement for Instigator Gang, Nightpack Ambusher is both an offensive and defensive buff, and its flash speed allows it to be a combat trick as well as allowing you to better control which turn spells are played on for transform. Finally, it can generate you some bodies.
For similar reasons, Spirit of the Hunt can be a good 3 CMC replacement.
Speaking of 3 CMC, not a creature but Howlpack Resurgence is strong. Again with the flash, but in addition to the buff, you get trample, which can be really important in some matchups.
Speaking of trample, Waxing Moon is another way to get it. This might be better as a sideboard card, though, if you ever end up adding one.
And lastly, speaking of a sideboard, Silverfur Partisan might be good against certain matchups that want to one-for-one your creatures with kill/bounce effects. Full on hexproof would be better, but this at least makes the transaction more in your favor.
Finally, as an upgrade to the manabase, I'd replace Kazandu Refuge with one that doesn't enter tapped. Lots of options to choose from, but some of the better ones are Copperline Gorge, Fire-Lit Thicket (cheaper now thanks to its Double Masters reprint!), Grove of the Burnwillows, and of course Stomping Ground. Any of those could replace Karplusan Forest as well.
Hope some of this helps! +1 from me.
1 year ago
Very interesting build! It's quite sad that Moonmist can't transform some of the werewolves in Eldritch Moon.
I've got a few suggestions for the sideboard, if you don't mind.
Howlpack Resurgence is good but I think there are better options even taking budget into account. One of those options is Rhythm of the Wild which can give a more permanent boost, thanks to the +1/+1 counter, or allow you to pressure your opponent with hasty werewolves while also giving your creatures some resilience as counterspell protection.
Cindervines would look amazing in this deck. Not only it provides enchantment and artifact spells, but also punishes your opponents for playing some spells, which is very good given the fact that you don't want them to do so because that could transform your creatures back to their regular forms.
Mondronen Shaman Flip is a similar case to Cindervines. It's a werewolf that's going to punish your opponents for casting a lot of spells, which,in theory, should allow you to have your werewolves transformed for longer.
These are just some suggestions. Let me hear what you think before giving any others.
1 year ago
A15Life there are a lot of werewolf creatures with transform. In fact, the transform mechanic was created around werewolves. There's a shit-ton of werewolves with the transform mechanic:
And all of this is without mentioning all of the non-werewolf HUMAN creatures with the transform mechanic, and the card I created makes all humans werewolves too. So yeah, there's a bit of use for Autumn Moon's ability to make a werewolf transform.
2 years ago
This looks like a really good first draft! There are a few suggestions I'd like to make.
First, I'm not sure if Riku is the best commander for this deck. He'll make tokens for all of your creatures, but none of those tokens will get to transform. That having been said, you do have a few cards, like Parallel Evolution and Parallel Lives that play well with him. But I think removing the token theme altogether will give you a more streamlined deck. Although you should always run Rite of Replication, imo. In the spirit of keeping with your Blue/Green/Red colors, I'd recommend Surrak Dragonclaw. It's most likely you'll want to win games by getting in with creature damage, and giving everything Trample is a great way to make sure you'll be able to connect your swings. Protecting your creatures from counterspells is a nice little bonus.
Werewolves are a small tribe, and don't get as much love as other tribes, but there are a few cards that you could add still. Lambholt Elder Flip, Afflicted Deserter Flip, Scorned Villager Flip, Wolfbitten Captive Flip, and Kessig Forgemaster Flip would all make welcome (not to mention inexpensive) additions. Since you're running Blue, you could also justify putting in a few more clone creatures like Altered Ego. Check out Phantasmal Image, Quicksilver Gargantuan, and, of course, Clone. There are a number of these kinds of creatures you could include if you're willing to look into them. The best part? If they enter as a copy of a transformed werewolf, if something would cause them to flip back to human, they remain in wolf form instead! Also, consider Alpha Brawl. It's very on theme, and, more importantly, it's really funny.
I'd also recommend adding some answers to your opponent's threats to your deck. You have a couple of ways of dealing with creatures, but against artifacts, token armies, and decks that rely on fliers, you might have a hard time. Check out Ancient Grudge, Vandalblast, Beast Within, Cyclonic Rift, and Blasphemous Act as potential answers, or consider other options you might have.
Also, this is just a footnote, but I'm not quite sure what Bonus Round does for your deck? It only interacts with seven other cards in your current decklist, and of those, only three are really worth spending the extra mana on. I think it's an easy cut.
3 years ago
This is a good start! Probably much better than any decks I made when I was a new player! With that being said, I do have a few suggestions. First, I just want to to make sure that you want this to be an aggro deck that aims to win on turn 4-5. I ask because you have a few pieces in here that might lean more towards a midrange strategy in Kessig Wolf Run, Mondronen Shaman Flip, Asceticism, Moonlight Hunt, and Duskwatch Recruiter Flip. None of these cards really make you win fast because they have high mana costs or have abilities that cost a fair bit of mana to activate. Which is fine if you want to adjust your deck to fit more of a midrange strategy. You even maybe play a fair number of werewolves that tap for mana so you can tap Kessig Wolf Run for pretty massive swings.
I do however think that an aggro shell works better for werewolves. Some cards I might suggest are:
Aether Vial: not cheap, but works super good with werewolves since putting them into play does not count as a cast.
Lambholt Pacifist Flip: A creature with an above average body for its mana cost -- even in human form. It can attack even in its human form if you have a Mayor of Avabruck Flip in play or any other similar effect.
Collected Company: Also not cheap. But if you haven't noticed, almost all of the cards I just listed are 3cmc or below. The instant speed also allows you to not cast anything on your turn to get the transforms, and then just cast it on your opponent's turn to grab 2 creatures form the top 6 cards of your deck.
Lightning Bolt: Might be hard pressed to find any red aggro deck without at least some of these.
4 years ago
DanteBeleren I do definitely want to stick with the (were)wolf theme, as setting up a situation where my opponents really don't want to play any spells, and I'm content to just smash them with werewolves, or Helix Pinnacle as much as I like.
If I'm narrowing down what wolves I really want, then I suppose I have:
Also Wolfir Silverheart because an 8/8 and at the least a 5/5 for 5 mana seems pretty great.
I think those are the wolves that I really like, and I think they'll work well together, along with some other stuff. Ulrich isn't on that list because he's gonna be the commander.
This is ending abruptly now because I need to go sleep.
4 years ago
That really depends on how you wanna play the deck. Typically when I go for theme decks, I focus on the creatures being in that theme and cutting the rest. Relaying on the rest of your deck to support your theme (good or bad) isn't the worst thing to do. Since you're playing Gruul I would go for 25-30 creatures (including general) with 32-35 lands depending on how much ramp/rocks you end up running. Of your creatures, if you end up going with 30, try for ~25-5 (were)wolf-support average.
Something I always want to make sure people understand, this is you deck. If you disagree with any suggestions, and/or feel a card is terrible or fully deserves to be in the deck, by all means do as you see fit.
Personally I would go with the following creature base:
- Pyreheart Wolf
- Silverfur Partisan
- Spirit of the Hunt
- Somberwald Alpha
- Ulrich's Kindred
- Wolfir Silverheart
- Instigator Gang Flip
- Sage of Ancient Lore Flip
- Geier Reach Bandit Flip
- Ulrich of the Krallenhorde Flip: (Side-note: This guy makes me so sad...)
- Mondronen Shaman Flip
- Kruin Outlaw Flip
- Kessig Prowler Flip
- Lambholt Elder Flip
- Scorned Villager Flip
- Huntmaster of the Fells Flip
- Reckless Waif Flip
- Daybreak Ranger Flip
- Breakneck Rider Flip
- Mayor of Avabruck Flip
- Hermit of the Natterknolls Flip
- Duskwatch Recruiter Flip
- Kessig Forgemaster Flip
- Wolfbitten Captive Flip