Ulvenwald Mystics

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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
Vanguard Legal
Vintage Legal

Ulvenwald Mystics

Creature — Human Shaman Werewolf

At the beginning of each upkeep, if no spells were cast last turn, transform Ulvenwald Mystics.

multimedia on Werewolf Raid - Tovolar Commander Werewolf Tribal

2 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:

Good luck with your deck.

Coward_Token on Innistrad: Midnight Hunt and Crimson …

2 years ago

ammendment to last post Show

Epicurus on Card creation challenge

3 years 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.

sanobanat0 on Suck it Chandler, Ulrich Can be Good!!!

7 years ago

Thanks! I agree with all of your suggestions and have adapted the deck accordingly. I cut a few low-mana werewolves like Reckless Waif and Hinterland Hermit, mostly because they were cards that lost a lot of their value past turn 3. As for Ulvenwald Mystics  Flip, I'm keeping it in for now mostly because it is a 1-mana regenerate in an Aggro deck, which has a lot of value even if he isn't always transformed. Also, a friend of mine suggested I move Kessig Cagebreakers and Wolfir Silverheart off of my sideboard and into my deck. What do you think? Thank you!

LittleBlueHero on Suck it Chandler, Ulrich Can be Good!!!

7 years ago

Hey there. I am also working on an Ulrich list. Nothing solid yet but I found a foil on ebay for 2 bucks and its too shiny not to command something.

Ruric Thar, the Unbowed is the best "Spell-Whack" (never heard that term but I like it) that you can run in these colors.

The Dragonlair Spider produces 1/1 tokens that won't get any bonuses from your tribe and in the grand scheme of things aren't that intimidating. Most of the time it won't keep anyone from casting anything.

Damage to the face however? Well, now thats something that gives people pause. And sure you MAY take damage from it too but you know its coming and can play around it better. Chances are someone tries to take him out before your next turn, no surprise he eats removal quickly. Running him along with Gratuitous Violence is even more of a deterrent.

The best way I can tell you to start cutting cards is to cut cards that don't do anything when they hit the board first. Ulvenwald Mystics  Flip for example is decent on the backside but when he isn't transformed he's not worthy of a spot in the 100 in any deck.

There aren't enough Werewolves/Wolves that really are good enough on their own so you will have to make some tougher decisions eventually. Just try not to run bad cards for the sake of the tribe. It can still be a Werewolf/Wolf deck if you have a handful of random other creatures (which you do already).

graybones on Werewolves of Modern

8 years ago

Vicks I had been wondering the same thing about Huntmaster of the Fells  Flip, even with Moonmist my deck really doesn't want to be flipping werewolves back and forth. Ulvenwald Mystics was a card I'd never heard of but I'm definitely going to be trying that one out in this build. Also replacing the Scorned Villager  Flip with the Gatstaf Shepherd  Flip does seem better in a more aggressive shell like I have.

Vicks on Werewolves of Modern

8 years ago

Good catch on the Crumble to Dust, pauginxz. It's less color intensive than my suggestion of Sowing Salt. I agree with swapping out Scorned Village, too. The ramp isn't too necessary for a deck like that. As suggested, Gatstaf Shepherd  Flip is a fantastic replacement at the same CMC that turns into a evasive beater. If you want to go one higher on the CMC, Daybreak Ranger  Flip can be fun, but given its penchant for removal, it's probably more of a sideboard card. Ulvenwald Mystics can turn into a decent beater that can be ridiculously hard to remove if you can leave any green mana up.

I want to like Huntmaster of the Fells  Flip. It's a great card, but the problem with him is that he's a bit of a non-bo with Immerwolf. Every single werewolf wants to transform and stay transformed. Huntmaster wants to constantly flip back and forth to get value out of the transformation triggers. By all means, try him out, he just doesn't look as good on paper.

Xica on Werewolves and casting/playing spells

8 years ago

Werewolves - like Ulvenwald Mystics  Flip - transform (or not transfrom) if:
- 1(/2) spells have been cast last turn
- by the same player

What options are in modern to not cast spells, but otherwise cheat them in to play, like with AEther Vial?
What options exist to deny spell casting from player?
Is there a way to replace cast effect with something like "players can't cast spells, any player may put in play permanents with mana cost equal to or less than -insert variable here-"?

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