Tovolar's Magehunter


Mondronen Shaman  Flip

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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

Tovolar's Magehunter

Creature — Werewolf

Whenever an opponent casts a spell, this deals 2 damage to that player.

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

Xica on R/G Werewolf

6 years ago

Play werewolves from the original innistrad block (stronger night side, weakeer day side)

Ditch all instants & sorceries (except Moonmist), they give benefit for only 1 turn, while have the potential to transfrom your werewolves back, use permanet based effects instead, like the on on Ulvenwald Tracker

Try to put your cards in play instead of casting them, with thing like AEther Vial, Birthing Pod (sadly been banned)... etc. Or play creatures on your opponents turn, by giving them flash (some leyline , and an artifact does that if i recall correctly)

Limit the number of spells players can cast per turn, Ethersworn Canonist; Rule of Law; Curse of Exhaustion; Trinisphere... etc.

P.s.: Silverfur Partisan + Zada, Hedron Grinder is a combo, good enogh for standard, but not that helpful with werewolves. Also using werewolves that give value when transforming back and forth, will devalue either them or all the other werewolves... Huntmaster of the Fells  Flip - i would say that Tovolar's Magehunter  Flip is better, at least more in line with the goals of the deck (while huntmaster remains a jund midrange allstar)

Xica on I think my werewolf deck …

6 years ago

I would stick to my point about Huntmaster of the Fells  Flip.
Its a pure value card, but if you use it in a werewolf tribal deck, and everythiung goes well, you will get 4/4 trample + a 2/2 wolf and 2 life from it.

Tovolar's Magehunter  Flip meanwhile produces value while transformed, and strongly discourages casting a lot of spells - which is something we want.

Our cards no turning back to the day side worth a lot more, than a 2/2 token + gaining 2 life. At least in my humble opinion.

Modern is a removal heavy format, that is something every creature deck has to face, lightning bolt is not the greatest problem. Yes it will kill some creatures, but the plan is having an even stronger threat next turn. Things like Forked Bolt, Arc Lightning and board wipes are a lot bigger problem.

bradanuva on Rampant Werewolves

6 years ago

It wouldn't trigger both of his abilities, just his back side ability. I'd take out Huntmaster in exchange for a powerful werewolf, like Nightfall Predator  Flip or Tovolar's Magehunter  Flip.

Nicoohunter on The Howling moon

6 years ago


  1. I use 3 Moonmist because the spell cost 2 and most of the card in the deck cost 3 or 2 to play so most of the time you want to play more werewolf before using it .Also the thing is you use Moonmist to transform most of the werewolves but you need to not forgot that it count for one spell and that you can't play another card after or before on you turn or the werewolves will change back at the beginning of your opponent's upkeep . It stay a good spell to play during oponent's turn like a Fog, but will transform and make thing like : Surprise my Werewolfs transform and are the only ones who do damage !So the fact that it cause a restriction on the way to play it on you turn and that it will need to make you keep your mana to play during your oponent turn for it's full use make me want to only take 3 in my deck to draw it when i have already set most of my werewolf like turn 4 or 5. And for having played with my deck irl with 4 Moonmist, i frequently got 2 in my hand, when the first one is usefull the second one is not really usefull finally .

  2. I use both because Full Moon's Rise permit you to regenerate all your creatures and can be used on second turn if you do not have Mayor of Avabruck  Flip in hand, because actually they are not many permanents to play turn 2 if you choose to not use the Lambholt Pacifist  Flip .

3 So for the three other werewolfs i added them because the werewolf card permit you to adjust your deck to face pratically all type of deck. exemples : you play against an agro deck with many early suicidal attack cards , adding 2 or 3 Lambholt Pacifist  Flip in the deck and decreasing the number of Mayor of Avabruck  Flip by one because it's really frail with it's 1/1 or 3/3 and maybe removing 1 Moonlight Hunt to have more blockers creature in humans form in the early same if you want to replace the Daybreak Ranger  Flip by the Breakneck Rider to have more solide human werewolf and it grant you once transformed a nice attacking power , like a smaller version of the Instigator Gang  Flip. If you play against a burn deck you can add Hermit of the Natterknolls  Flip to replace the Daybreak Ranger  Flip because their true purpose now that there is the Moonlight Hunt is to keep flying creature in check but against a burn deck you will not meet many flying creature or one too big to threaten you. You can also remove 1 Mayor of Avabruck  Flip and 1 land to add the Breakneck Rider who can tank more damage without being transformed to replace the Instigator Gang  Flip by Tovolar's Magehunter to really keep in check the ammount of spell used against you during your turn. Against artifact you have the Werewolf Ransacker  Flip etc etc . The thing i like the most in Werewolfs it's that it permit you to litterally build your own customized pack of ferocious cretures for fighting precise opponent :).The configuration i used here is to me the most equilibred one to face all the type of oponent's deck.You can adjust the number of certains card acording to your opponent and need .

I'm glad that my deck helped you found the help you searched and that my answer will help you too .Excuse me if my english is a litlle bad :/

Jazzyboy on Woopsie, I forgot to lock the dungeons

7 years ago

I have a Tel-Jilad Stylus but I took it out during the rebuild of the deck recently. Not sure why I decided to do that, as it's a very powerful card. I'll put it back in now.

I don't really see the point in Chittering Rats when there are so many creatures that can force opponents to discard instead of just putting cards back on top of their library to draw next turn. Keep in mind that the aim here is to play everything for 2 mana, so I can safely say that Mournwhelk is strictly better if I'm playing them both for the same cost.

Eidolon of the Great Revel is really good, but my playgroup's meta is mostly heavy-costed spells. When I get a new copy in English, I'll be using Tovolar's Magehunter, which is really easy to transform in this deck and hits every spell cast by opponents. I also don't want to spend more than 5 pounds on a card unless it's a really good combo-enabler.

Duplicant and Magus of the Moon are amazing, but I definitely don't want to spend 10-15 quid on one card if it's not a combo enabler, even if it is a really powerful card. My playgroup would also hate me for spending so much on a powerhouse control card. Btw, pretty much all of the strong cards that are over $10 now, I actually got much cheaper. I got Command Beacon for 10p as a preorder on MagicCardMarket, while nobody was sure how to value it :P

Braids, Cabal Minion is banned, and for good reason. Definitely not running her, because then other people in my playgroup will start wondering whether they should also run banned powerhouses.... like Griselbrand which somebody does want to play -.-

Balthor the Defiled is really good, but my playgroup is half black decks, and we all often end up with big creatures in our graveyards, so he could end up helping them out a lot at the same time as me. There are a couple people who have red decks too.

Oh and thanks for the compliments :)

Grenzo is an amazing commander, and while everyone hates how much I combo off with him sometimes, most opponents can't help but laugh at how awesome his ability is.

Releasing all sorts of scoundrels from your dungeons with loads of unique abilities. That's the main reason I'm not using any tutors as well. It's all so much more fun when nobody, not even me, knows what's going to come out of the dungeons next.

So feel free to build it. It is really fun and always has a few surprises for everyone.