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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 |
Reckless Stormseeker
Creature — Human Werewolf
At the beginning of combat on your turn, target creature you control gets +1/+0 and gains haste until end of turn.
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.)




wallisface on Help for my version of …
2 years ago
exDeity Cool. I'm no expect in Standard (I generally just play Modern), but if it were me i'd be dropping the following cards:
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Archpriest of Shadows (it's not doing much for 5 mana)
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Hidetsugu, Devouring Chaos (this card just seems bad)
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Reckless Stormseeker Flip (the card seems fine, but your build feels very mid-range, so your cards should be aiming to make value-based-plays, not aggro-based ones)
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Nashi, Moon Sage's Scion (its a lot of work to get value from, but maybe this card is fine. idk)
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Burn Down the House & Gix's Command (i'm just skeptical that they're maybe not very useful in your build)
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Duress (the card is probably completely fine. I'm just used to much stronger options in Modern, so the limitations on what you can grab with it feel really off-putting to me. I would suggest figuring out how often its going to whiff, and seeing if those odds make it worth playing)
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Jadar, Ghoulcaller of Nephalia (I love this card and actually run it in a modern deck. But I feel without someway to profit from the zombie death/sacrifice triggers, its just not remotely good enough?)
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Maybe Atsushi, the Blazing Sky also (it seems decent, but being a death trigger you're kindof at the mercy of your opponent triggering it, and i'm not sure it's netting you much value for the variability its going to cause)
There's also the chance of being able to go down to 26ish lands if you drop most of those high-mana cards I mentioned, in place of lower-mana cards.
But, as said before, I don't know the standard metagame. All I'm assuming is it's the same as Pioneer where everyone always wants to be running 4x Fable of the Mirror-Breaker Flip. Hopefully my rambling has helped create some food-for-thought in any case.
IXALAN_Crazy on
Wolf mid
2 years ago
Out: -3 Snarling Wolf
Out: -2 Lambholt Harrier
Out: -2 Hungry Ridgewolf
Out: -1 Briar Hydra
Out: -1 Ascendant Packleader (good card but most of your cards have CMC under 4)
Out: -2 Hammerhand
Out: -1 The Shattered States Era Flip
Out: -2 Temporal Firestorm
In: +1 Howlpack Piper Flip
In: +2 Howling Moon
In +2 Curse of Shaken Faith
In: +1 Tovolar, Dire Overlord Flip
In: +2 Reckless Stormseeker Flip
In: +2 Burn Down the House
In: +1 Child of the Pack Flip
Hope this helped! I think it's also a good idea to add more removal and maybe some more flip creatures so that it's especially devastating when it becomes night. I love tribal decks and this looks cool!
Dragaan on
Naya Zoo v1 (Explorer)
2 years ago
Forgot to mention -- I've been LOVING Quirion Beastcaller lately. I've shoved the card into most of my "RG Monsters"-type lists recently and it's performing very well. Reckless Stormseeker Flip is something else I've been trying and it seems promising... not sure if it'll be right in the end, though. I've been using them in a slightly different version of Gruul where I play 4 Rekindling Phoenix and Fable of the Mirror-Breaker Flip as well (and 2 walkers -- 4mana Domri, 4mana Vivien, or 4mana Garruk usually). Like I said before, Gruul has a lot of cool choices.
.....anyway, yea, rambling again. Sry, it's late, haha. But Quirion Beastcaller is worth the test slots at least, imo.
FangorHelmsar on
Fangor Werewolf Aggro
2 years ago
Yeah I did, but as you said it is hard to cut. I keep Reckless Stormseeker Flip for my pioneer version of werewolves. And what the sideboard is concerned I have a small local meta and we play just for fun so I haven't dealt with it yet. Thx for comments :-)
droslag on
Fangor Werewolf Aggro
2 years ago
Have you considered running Reckless Stormseeker Flip or Instigator Gang Flip?
zapyourtumor on
RG werewolf aggro
3 years ago
Land count seems very low. I'd up to at least 20. Could maybe include some Rootbound Crag and Kessig Wolf Run.
Creature density seems a little low(?) given how you have almost as many cards supporting the creatures as the creatures themselves.
Gruul Charm seems very situational and more of a sideboard card.
Some other fun werewolves: Huntmaster of the Fells Flip (classic 4-drop threat, even outside werewolf tribal, maybe 2 of?), Werewolf Pack Leader (card advantage engine, definitely recommmend 2-4), Reckless Stormseeker Flip (gives your guys haste and buffs them and stuff).
multimedia on
Werewolf Raid - Tovolar Commander Werewolf Tribal
3 years ago
Hey, well done, nice version and foil Huntmaster. You're a better deck builder than you think, but you did forget Sol Ring ;)
There's some cards here that aren't as good as others. The only sorcery speed removal you should play are board wipes that can kill more than one thing. Single effect removal is always better as instant that way you can respond to something an opponent does. Rabid Bite is not good when Beast Within and Chaos Warp are options. Decimate is fine since it can target more than one thing among many players. Blasphemous Act is an example of a strong creature board wipe in muliplayer Commander where it can be consistently cast for only one mana. Vandalblast can destroy all your opponents artifacts.
Human Werewolves who are 5, 4, 3 CMC who only have one ability such as trample or reach and don't give you anything else when transformed or on the backside of the card are really subpar compared to all the other much better Werewolves here. Tavern Ruffian Flip, Tireless Hauler Flip, Harvesttide Infiltrator Flip, Bird Admirer Flip, Ulvenwald Mystics Flip, Burly Breaker Flip could all be cut. Some Human Werewolves who could replace these: Reckless Stormseeker Flip, Realmwalker, Breakneck Rider Flip, Village Messenger Flip.
There's 5 sources of ramp here which is low amount with only 33 lands. With 33 lands then you really need more ramp, 10 or more sources. 0-2 CMC ramp is best because ideally you want to cast ramp in the early turns of the game when you don't have very many lands. 0-2 CMC ramp can replace lands since getting two lands is not as difficult as getting three or more. Sol Ring and Arcane Signet are staple budget ramp sources in Commander. Thought Vessel is helpful for more no max hand size and/or Crop Rotation to get Reliquary Tower.
Some colors have problems with having enough ramp options, but when playing green that's not a problem and you can take advantage of land ramp spells that can get a dual land Stomping Ground or Cinder Glade: Nature's Lore, Three Visits, Farseek and Harrow is nice basic land ramp. These ramp sources could replace: Bounding Wolf, Howl of the Hunt, Unnatural Moonrise, Mage Slayer.
Some changes to consider:
- Sol Ring --> Bounding Wolf
- Arcane Signet --> Tavern Ruffian
- Reckless Stormseeker Flip --> Tireless Hauler
- Realmwalker --> Harvesttide Infiltrator
- Breakneck Rider Flip --> Bird Admirer
- Village Messenger Flip --> Burly Breaker
- Thought Vessel --> Howl of the Hunt
- Nature's Lore --> Mage Slayer
- Three Visits --> Ulvenwald Mystics
- Beast Within --> Rabid Bite
- Chaos Warp --> Return to Nature
- Farseek --> Unnatural Moonrise
Good luck with your deck.
multimedia on
Werewolf Commander
3 years ago
Hey, good work in process on a budget.
There's a few cards here that are not as good as others. Werewolf Horrors who can't transform from Tovolar are quite subpar. Vildin-Pack Outcast Flip, Smoldering Werewolf Flip, Shrill Howler Flip, Conduit of Storms Flip, Ulvenwald Captive Flip, Kessig Prowler Flip
Three, four and five drop Human Werewolves who don't have any abilities or just have a single ability like reach or trample, but don't any other abilities on the backside of the card just aren't good enough. Tireless Hauler Flip, Convicted Killer Flip
Arlinn, Voice of the Pack for a six drop doesn't do much without other cards which is not what you want with a six drop. Tovolar's Huntmaster Flip in comparison is so much better than Arlinn at six mana.
Some budget cards to consider adding:
- Reckless Stormseeker Flip: Werewolf who gives haste and pump.
- Village Messenger Flip: another one drop Human Werewolf.
- Breakneck Rider Flip: Werewolf who transforms to give trample and pump.
- Nightpack Ambusher: Wolf who can be a repeatable source of Wolves and is an anthem for Werewolves and Wolves.
- Relentless Assault: extra attack spell to draw more cards with Tovolar.
- Wolfcaller's Howl: good card in multiplayer Commander since there's many players, it can be quick board wipe recovery.
- Dryad's Revival: recur any card and has flashback to cast it again, get Assault two more times.
- Arcane Signet: staple budget two drop mana rock for more ramp.
- Farseek: two drop land ramp that can get Stomping Ground or Cinder Glade.
Cinder Glade, Unclaimed Territory, Naya Panorama, Rogue's Passage, Tyrite Sanctum are some budget land upgrades to consider replacing some basic lands. Path of Ancestry could replace Timber Gorge.
Good luck with your deck.
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