Terror of Kruin Pass

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Kruin Outlaw  Flip

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Legality

Format Legality
1v1 Commander 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

Terror of Kruin Pass

Creature — Werewolf

Double strike

Each Werewolf you control can't be blocked except by two or more creatures.

At the beginning of each upkeep, if a player cast two or more spells last turn, transform this.

Skinken on BLOODRUSH Double-Strike

6 years ago

Your deck seems pretty classic Boros, and should do just fine, in a non-competitive environment, which I'm assuming you are playing this in. I also assume you mostly play with cards you had laying around anyway. I do have some suggestions for you though.

First off, the double strikers you chose do function, the thing is there are strict upgrades availible. You could replace Fencing Ace, Hearthfire Hobgoblin and Iroas's Champion with a number of cards, listed below in order of relavance:

Adorned Pouncer - strict upgrade, having the option to eternalize is sweet, especially since removal will hurt less. It's kinda pricy, but it's in standard, so you might have some friends to trade it with.

Fabled Hero - honestly pretty perfect for the deck. Gets bigger right when you are going for the kill, perfect. It's even counters, so they stick around. If you pump him once, he is a massive threat.

Arashin Foremost - If you ever have to cast Skinbrand Goblin to have a play on turn 2, this will be a nice followup, granting you two attackers. If they only block one, you can pump the other instead.

Kruin Outlaw  Flip - Since you have so many instants to protect yourself, you could flip it into Terror of Kruin Pass, an absolute beast. 3/3, double strike, hard to block... What more could you ask for? the only downside is the double red in the mana cost. Might be worth it though.

Honorable non-creature mentions:

Needle Spires - dual lands are great, and these beauties just rotated out of standard. You will not be disappointed with them

Onward / Victory - Pretty neat combat trick, good mana dump and surprise. The flexibility makes it a valid option as a 1- or 2-off

A full list of cheap ways to get double strike can be found here:http://gatherer.wizards.com/Pages/Search/Default.aspx?action=advanced&cmc=+%3C[4]&text=+[double]+[strike]

I want to comment on Holy Mantle. When it works out, I'm sure it's not bad. The thing is though, it's a huge investment to stack a 4 mana enchantment on a 3 mana dude. The thing that will happen is: You play your 3 mana 2/2 double striker, and enchant it. Next turn, you plan on buffing it with bloodrush - ideally twice or so. Now your opponent plays Murder. You invested a total of 8-10 mana, 4 cards and likely 3 entire turns investing in a dude he spent a single 3 mana card removing. Harsh. You have to avoid that somehow.

Don't be scared of trading, because trading with double strike creatures should always favor you. What you can do is grant the creature deathtouch, menace, flying or trample, in addition to the double strike to make your opponents blocks a bigger investment. Combinations of good keywords make attackers very scary.

What i would do, is add a couple Odric, Lunarch Marshal and creatures with the most relavant keywords. I'm looking at creatures like Sky Terror. Odric also grants himself and other creatures double strike. The result is a quick, scary and mostly unblockable army.

Ride Down is another option, if you don't want to change the deck a whole lot.

CrazedGinger on How etb triggers interact with …

6 years ago

I've seen similar questions to mine but I just need clarification. Assume I have a Vildin-Pack Alpha, Temur Ascendancy, and an Adaptive Automaton(werewolf) or Metallic Mimic on the battlefield at the same time. I cast Kruin Outlaw  Flip, she flips become Terror of Kruin Pass  Flip. Do I draw a card? Would the outcome be different if it was a Mondronen Shaman  Flip etb but not flipping?

Rhadamanthus on We dem Wolves

7 years ago

If you want to make your creatures difficult/unwise to block, I think you're already good from the menace granted by Terror of Kruin Pass  Flip and the nasty combat surprise from Moonmist. If you want some more menace, maybe consider a couple copies of Pyreheart Wolf? The stats may not be great the first time around but that's not what the card is about anyway, and the Undying makes it extra sticky, which is always helpful for Modern.

Metroid_Hybrid on Gruul Eldrazi Werewolfs

7 years ago

Fair enough, but that doesn't eliminate the advantages of Howlpack Alpha  Flip & Terror of Kruin Pass  Flip.. And I guess Immerwolf would be better as maybe a 2-of (rather than 4)..

The point being that the transformation cost of those things is WAYY too much for anything outside of Standard, and that Full Moon's Rise is almost stictly better than Howlpack Resurgence..

Xenkay on Strength through Unity

8 years ago

You need a few Sideboard cards. Wear / Tear against some annoying stuff, Stony Silence against Artifacts, Rest in Peace against Zombie's. Maybe Moonhold for swag.

If you are planning to add some cool Werewolves, Scorned Villager  Flip could fix manaproblems and you could easily reduce your Manabase. Mayor of Avabruck  Flip gives a bit Power to your Humans or Werewolves (whichever you like more) or you could pick Always Watching , for a good combo with Odric, Lunarch Marshal. Kruin Outlaw / Terror of Kruin Pass  Flip would do a fine job with Odric as well. If you have some transform problems, try out Moonmist. Chandra and Kytheon will be transformed too. For a swagreason, try Naya Charm. Atarka's Command could be funny too.

Lightning Helix

Rick0chet on Werewolves Of The Gruul Moon

8 years ago

I'm a big fan of Sword of Body and Mind in werewlolves, especially on Terror of Kruin Pass. Last I checked it wasn't to pricey either. :)

Xica on Modern wolves/werewolves

8 years ago

In my humble opinion flipflopping the werewolves isn't that good of an idea. To transform into human there needs to be 2 spells cast by one of the players, within 1 turn (between upkeep step and end step).
They can flip back those pricey token generator lords into human form and keep them flipped, as more than enough mana is available.

Also the boost gained from things like Wildblood Pack  Flip & Terror of Kruin Pass  Flip can end the game very abruptly, while Nightfall Predator can clear the board neatly, so i would consider those card.

Still the werewolves main problem is the number of spells cast per turn, this can be helped mainly in 2 ways:
1# Limit the number of spells your opponent can cast with things like Eidolon of Rhetoric, Rule of Law, Ethersworn Canonist, Curse of Exhaustion, Trinisphere... etc.
2# Use AEther Vial as it puts cards in play, instead of casting them, so if you put in play only 1 werewolf / turn then they will be transformed in your opponents turn (who thanks to the above mentioned spells cant't transform the mback)

(The casting of these hindering effects can be greatly helped by Ancient Tomb, and the more similar your creatures are to each other in mana cost the better they work with AEther Vial)

The more creatures you have (preferably weewolvees) the more consistent the deck will be, but when it comes to enchantments i would choose Full Moon's Rise, or Legion's Initiative even though it only boost our red creatures it can save them from anything.