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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Choose target creature you don't control. Each creature you control that's a Wolf or a Werewolf deals damage equal to its power to that creature.
8 months 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
11 months ago
The deck is looking a LOT stronger now. It should definitely be able to win games. My only thought is you probably need to go up to 22 lands so you reliably have enough to cast your spells. In doing that, i don’t think you should remove any creatures, as CoCo will want those 27 to reliably hit 2 when cast.
Personally i’d drop Arlinn and one copy of Moonlight Hunt to get in those extra 2 lands.
1 year ago
Chain Reaction and Blasphemous Act seem counter productive to a werewolf deck. Usually the more werewolves that are out, the more they complement each other. This may hurt you more than others. Also by the time you can play Blasphemous Act, you will either have a bunch of creatures and likely will be dominating, or a ton of mana to where you should be able to play anything and likely have a bunch of creatures as well.
Chaos Warp is also very risky. There are better things to replace it with to get rid of creatures. Beast Within is also too generous. You may be getting rid of a hard hitter, but why not just remove it and leave the player with nothing? It certainly would not benefit you to remove your own werewolf creature for a 3/3 beast. Werewolves are typically going to be pretty powerful. So use cards that force opponent creatures to fight yours to get rid of creatures.
2 years ago
As a fellow wolf/werewolf player myself I have a few suggestions to make your deck a bit better. First I would remove Meteorite it's a high mana cost for not a lot in return I would suggest replacing it with The Celestus as it's cheaper mana rock and has synergy with your werewolves and the draw/discard ability is super useful. I would also remove Burn the Accursed in favour of maybe Lightning Bolt, Moonlight Hunt or Banefire.
A few other cards off the top of my head that I play in my wolf/werewolf deck that are very useful are Rampant Growth, Warstorm Surge, Atarka's Command, Destructive Revelry, Nightpack Ambusher, Cult of the Waxing Moon, Cultivate, Wolfcaller's Howl, Master of the Hunt, Shamanic Revelation, Elemental Bond, Beast Whisperer, Wild Defiance, Scorned Villager Flip, Overwhelming Stampede and Rhythm of the Wild.
Overall for your first edh deck you have some good picks and synergies I like the midnight hunt theme
2 years ago
The only way to really tell how much land you need is to play the deck in real games over and over again, fine-tuning the number each time. Setessan Tactics works very similarly to Strength of the Tajuru , only instead of giving your creatures permanent counter buffs, it gives them a temporary buff and the ability to tap and fight something. The fight mechanic is basically Moonlight Hunt but only 1 of your creatures is doing damage and the opposing creature also deals its damage back. As an example board state, say you had 1 Silverfur Partisan , 1 Spirit of the Hunt , and 1 Ulvenwald Captive Flip against an opponent's board of 1 3/3 beater and 1 1/1 mana dork. You could cast Setessan Tactics and pay a strive cost of to target all of your creatures. This would trigger the Partisan and cause you to create 3 2/2 wolf tokens. You can technically just stop there since paying 4 mana for 6/6 in wolves that can themselves be buffed by Howlpack Alpha and Howlpack Resurgence isn't a bad deal in its own right. Or, you could then tap the now 4/4 spirit to fight and kill the enemy 3/3 and tap either of the other two wolves to fight and kill the 1/1. If you have deathtouch on those wolves from something like Garruk Relentless Flip or Wren's Run Packmaster , you can even kill creatures much larger than your wolves. Moonlight Hunt can also do that to an extent, but it has the downside of not targeting your creatures which makes it a slight nonbo with Partisan.
2 years ago
Sorry I'm a little late responding, but I didn't see you had created an entirely new version yesterday. As a follow-up to my prior suggestions, it looks much stronger without so many vanilla creatures. I will say that I'd probably have kept the Young Wolf . Having creatures to curve out with is pretty important, even in slower midrange decks. Young Wolf specifically is also much better than it first appears and can often be treated as a sticky creature that's a 1/1 and 2/2 bundled together. The games where you can play T1 wolf, T2 wolf, T3 Partisan are much better than the games where you play nothing on turn 1 (except maybe a Bolt) and then only have 2 wolves to target on T4+. If I had to swap something for it... I'd maybe pick Lone Wolf . Its effect is functionally similar to the cheaper Wandering Wolf and both cards have gotten weaker with the removal of Wolfir Silverheart and Might of Oaks . Or, you could move the Asceticism to the sideboard depending on how much creature hate you're expecting to run into. If you need earlier defenses in the main, I'd look into Blossoming Defense and Vines of Vastwood . As for adding more targeted combat tricks, the first card I'd cut would definitely be Moonlight Hunt since unlike a more standard Prey Upon fight spell, it doesn't actually target any of your own wolves. In the absence of Partisan, the Hunt is probably better. But, I'd say the potential to generate an overwhelming number of tokens shifts the delta in the favor of multitarget spells. Technically, you could also run Zada, Hedron Grinder to go crazy with Might of the Masses , Confront the Unknown , Temur Battle Rage , etc., but I assume that you don't want any goblins polluting your tribal purity.
3 years ago
I happy that those were of any help to you.
So here are some more options that you could maybe use:
Village Ironsmith Flip has First Strike but doesn't do a lot besides that. Duskwatch Recruiter Flip would be an efficient 2 drop replacement for the Ironsmith. This can help you dig for more gas and its werewolf form can help you cast your other werewolves.
Mayor of Avabruck Flip is cheap costed and can support both forms of your werewolves, independent of the form they are in. The only problem I can see with him is the pricing. I don't know how much it costs. However, it's definitely one to keep in mind.
Moonlight Hunt is a form of removal that can take advantage of the size of your guys(I'm gonna say guys from now on because werewolf is too big) and the fact that some of them grow the others, which may allow you to take out some threats that other removal in these colors wouldn't be able to.
Silverfur Partisan is, maybe, a little bit of a strech. Definitely not a mainboard option but may a side one? It can make not as profitable as your opponent would like when they remove one of your guys, especially if the "removal" is bouncing.
I don't think Domri, Anarch of Bolas would be a good inclusion. Still, I decided to include it here so you couls decide. After all, the deck is yours, not mine. He kinda ramps you while also being a removal "spell/engine" and a very small "anthem"
I also have some land suggestions, though I don't know if they would fit your budget.
Game Trail is a simple and effective one. Simply reveal a basic land from your hand and you already have access to both colors of mana.
Rootbound Crag is similar to the one above. The only difference is that it won't enter tapped during the first turn.
Cinder Glade is probably the most "budget" out of these three that I have mentioned. However, it won't enter untapped until, at least, your turn three.
One last suggestion. This one probably will be outside outside of your budget. I will mention just in case you'd like to invest or you end up having the opportunity to have one of these.
- Descendants' Path. This one is pretty much self-explanatory. It can cheat your guys into play, which would be very good considering your deck doesn't have any ramp.
3 years ago
BRG24 Thanks a lot for the tips! i didn't know Moonlight Hunt existed! i'll surely modify the deck to add some of the cards you mentioned, as for red splash...it sounds good i'll surely make a Gruul wolves and test it with friends in Tabletop simulator, but for now i'll stick to selesnya in physical format (PD:Do you think i should change some things in the sideboard?)