Snarling Wolf

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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
Historic Brawl Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Modern Beyond Horizons Legal
Oathbreaker Legal
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH 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

Snarling Wolf

Creature — Wolf

: This gets +2/+2 until end of turn. Activate this ability only once each turn.

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!

multimedia on Gruul Werewolf Pack

3 years ago

Hey, interesting high budget version of Tovolar with less Werewolves.

Human Werewolves that don't have day/night still count towards and transform when Tovolar upkeep triggers. The better Werewolves not having day/night is not really a drawback with Tovolar. Because Tovolar can repeatedly change from day to night then you have more chances to transform nonday/night Werewolves. If you play a nonday/night Werewolf after Tovolar transforms that's fine because more than likely Tovolar will flip back daybound giving you another chance to transform all Human Werewolves you control at your upkeep.

If you want to play a small amount of Werewolves then the ones you play really should give you more than just being a Werewolf.

With such a high budget you can do better than the vanilla Werewolves who don't give you anything when they're Humans as well as when they nightbound transform? Many of the Wolves are also subpar compared to all other cards here. If you're playing the Wolves just to be able to upkeep trigger Tovolar faster any Human Werewolf will do the same thing and give you more than any of these Wolves.

Wolves and Werewolves to consider cutting:


Really nice Fetch lands, but consider playing a Forest/Mountain dual land to fetch: Stomping Ground, Cinder Glade, Sheltered Thicket? Adding these lands will also give Farseek a dual land to search for instead of only being able to search for a basic Mountain. Also by adding some Forest/Mountain dual lands then you could improve the land ramp spells with Nature's Lore and Three Visits.

Some changes to consider:

Some other lands that would improve the manabase by cutting some basic lands especially Mountains:

Arcane Signet could replace Herald's Horn since Horn doesn't do much if you're not tribal. With so few Werewolves or Humans as well as many different creature types then a mana rock would make more ramp.

Door of Destinies is another tribal only card and it's very slow with so few Werewolves or Humans to cast. Could cut Door for Beastmaster Ascension since it's an anthem for all creatures you control.

Good luck with your deck.

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