Ulvenwald Captive

Creature — Werewolf

Defender

: Add to your mana pool.

: Transform Ulvenwald Captive.

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Legality

Format Legality
Casual Legal
Legacy Legal
Commander / EDH Legal
Block Constructed Legal
Limited Legal
Tiny Leaders Legal
1v1 Commander Legal
Pauper EDH Legal
Canadian Highlander Legal
Pioneer Legal
Unformat Legal
Modern Legal
Custom Legal
Leviathan Legal
Oathbreaker Legal
Pauper Legal
Duel Commander Legal
Highlander Legal
Vintage Legal
2019-10-04 Legal

Ulvenwald Captive occurrence in decks from the last year

Latest Decks as Commander

Ulvenwald Captive Discussion

DeltaMoth on Arcades - Quarantine King

4 months ago

Heyya Sheldaconda! Fellow Arcades user here, love the deck and the flavour! I have a few suggestions.


Ensnaring Bridge: "Us advocates feel this overpass can't be overcome!"

The Bridge works in both ways, allowing us to attack under it with our 'low-power' creatures and stifling other players by not letting them over it. Note also the incredible card advantage of Arcades and his leagues of bulwarks may stymy you somewhat.


Axebane Guardian: "Our efficient bane to our opponents!"

Axebane Guardian is similar to Overgrown Battlement in that it supplies a Cradle-esque effect dependent on the number of defenders you control. However, it adds any colour you choose, making it a defender all-star!

If you have enough defenders, Axebane goes infinite with High Alert. But as the deck is staying casual, you may want to omit this suggestion.


Brago, King Eternal: "Blink and you'll miss him!"

If you do decide to swing in, Brago can be a big help with built-in evasion and the ability to flicker all our creatures (for draws off Arcades, the Strategist) and artifacts such as your Sol Ring for double usage.


Static Orb, Winter Orb and Tangle Wire: "Our stacks of STAX will surely stack our odds!"

Various STAX card with various effects. They can play off your mana generating creatures as well as your artifacts. The best one for you here is Static Orb which shuts everyone down equally while you keep up strong creatures for big punts.


Wall of Roots, Ulvenwald Captive  Flip, Sylvan Caryatid and Vine Trellis: "Our dorks draw for us and excel us forward!"

These dorks can trigger Arcades due to being defenders as well as tapping for mana or in some cases giving us immediate mana. They also play well with STAX cards that tap lands down as you won't need them anymore!


I have many more suggestions, but this is all for now. If you like these and want more, say so!

Thank you!

Epicurus on Card creation challenge

7 months ago

A15Life there are a lot of werewolf creatures with transform. In fact, the transform mechanic was created around werewolves. There's a shit-ton of werewolves with the transform mechanic:

And all of this is without mentioning all of the non-werewolf HUMAN creatures with the transform mechanic, and the card I created makes all humans werewolves too. So yeah, there's a bit of use for Autumn Moon's ability to make a werewolf transform.

Sorry. Continue.

Labrodor64 on Daisybelle's Werewolf Gruul Deck

7 months ago

Great deck but I think that you need a little more card draw to make the deck run smoothly. I suggest to take out some lands since 41 is a lot and add some card draw such as Vanquisher's Banner, Beast Whisperer, Harmonize, Return of the Wildspeaker, Rishkar's Expertise, Hunter's Insight, Colossal Majesty, Shamanic Revelation, Soul's Majesty or Soul of the Harvest. The Ramp is good but i would recommend a little more for some of your big creatures like your commander so consider cards like Cultivate, Rampant Growth, Nature's Lore, Llanowar Elves, Skyshroud Claim or Ulvenwald Captive  Flip (for this deck specifically). But for a first commander deck, you've done a very good job :)

Meachman on Atraxa's Discount Horrors

10 months ago

Curve looks a little high without much ramp or fixing. Maybe something like Loam Dryad and Ulvenwald Captive  Flip can help out with that if you're not looking to run more traditional ramp.

Some other on-flavor options to bring the curve down a bit are Wharf Infiltrator (also lets you ditch higher-costed cards you might not be able to use for value and recur with your Hell's Caretaker) and Plague Spitter. Woe Strider is a nice piece of recurrable value that helps you smooth your draws a bit.

Fleshwrither is a nice utility horror that lets you go search for pieces like Hell's Caretaker or Ravenous Chupacabra.

And while it may not be as budget, Phyrexian Revoker helps you answer some threats from across the board.

Happy haunting!

Gattison on

1 year ago

I think 20 lands may be a bit too few for so many 3-drops. Perhaps you'd like Conduit of Storms  Flip or Ulvenwald Captive  Flip?

Also, you definitely need some Moonmist in here. Maybe in place of Might Beyond Reason and/or Gruul Charm .

+1 for deck name. Did you ever play Werewolf: The Apocalypse, or are you just a learned scholar of mythology? =)

SideBae on Gruul Werewolves May.12 2019

1 year ago

I recommend the following cuts:

Breakneck Rider  Flip: It doesn't seem to have quite enough impact on the board, even when it is flipped.

Conduit of Storms  Flip/ Scorned Villager  Flip/ Ulvenwald Captive  Flip/ Gruul Signet : I think you have a lot of better ramp options, especially in green.

Ash Barrens : If you can, I'd replace this with an off-color fetch, like Bloodstained Mire or Windswept Heath . These can fetch your Stomping Ground and are more effective than Ash Barrens .

Forest / Mountain : With more ramp, you can run fewer lands. Cutting 2 to 3 seems reasonable if you cut in a bunch of dorks. Generally, if you've a green general that does not create landfall triggers, you can run fewer than the average number of lands.

Waxing Moon : I don't think this card is better than just simply Overrun . Giving your creatures trample is ok, but making them fatter is what makes trample really good.

Wildwood Rebirth : I think Eternal Witness is just better. Being an instant is alright, but the 2/1 body on the E Wit is relevant and being able to retrieve anything is a LOT better than a creature.

War's Toll : I think Price of Glory is a better option. I don't think I mentioned it before, but it's a good idea.

When it comes to your werewolves, you should consider when it is that you want them flipped. They are likely to be transformed by no spells only by your volition, because most players will play at least one spell on their turn. Also, your opponents will likely try to double-spell, to return your werewolves to the less powerful side. So, if you're counting on a werewolf being on the more powerful side during your turn in order for it to be good, I think that card should be cut. I think (and remember, I have no experience here, so I'm only speaking from what I rationally think) it is more likely for your guys to be flipped on your opponents' turns rather than yours. So bear that in mind during deck building.

Good luck.

Catpocolypse on Werewolf Aggro

1 year ago

Coolio. Sooo, where to start. Just based on how the deck has lots of singles, Im guessing that you own most/all of these cards. Thats fine, it just won't be as smooth as a deck you made then ordered. I would drop Vivien's Invocation . Its really pricy, mana wise, and none of your creatures have a high enough power for the second ability to really come into play. Now your deck is down to 60 cards. Good, keep it there. Due to Immerwolf , Shrill Howler  Flip, Smoldering Werewolf  Flip, Tangleclaw Werewolf  Flip, Ulvenwald Captive  Flip, and Vildin-Pack Outcast  Flip cannot transform. You can figure out how to deal with that, if that is a problem you come across. Mayor of Avabruck  Flip is a important card in most Werwolf decks. Howlpack Resurgence is an incredibly important card, so important that i have never seen a werewolf deck that didnt run it. Its somewhat pricy, but Collected Company is a powerful card, especially in a creature based deck like this.

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