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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Werewolf Pack Leader
Creature — Human Werewolf
Pack tactics — Whenever this attacks, if you attacked with creatures with total power 6 or greater this combat, draw a card.
: Until end of turn, this has base power and toughness 5/3, gains trample and isn't a Human.
3 weeks ago
1 month ago
Finn_Fillory - I feel like for the modern format, this deck has a pretty high mana curve. If you are just playing some kitchen table magic with friends, that is fine but if you are trying to make a somewhat competitive deck, you need to give some 1-drops or at least run some ramp to accelerate the deck. The average cost of a card in the deck currently is 3.42 meaning you on average will not play a single card till turn 3-4. In modern, that is a long, long time to get a board presence and given the abundance of removal spells seen in modern, one you do get out that first card on turn 3-4, you will seen in annihilated immediately since you are running almost no protection other than Avabruck Caretaker Flip.
Some recommendations would be adding Kessig Wolf Run and definitely some Stomping Grounds to even out the mana. I would also suggest you drop the land count down to 22-23. I do not think there is a reason to run that many lands unless you keep such a high mana curve, which I am hoping you will not. Maybe remove 6 lands and add 4xUtopia Sprawl and introduce a 1-drop werewolf?
Looks like you are going for a wolf token build so maybe think about adding in Parallel Lives as that could have huge implications.
I see you have Hermit of the Natterknolls Flip for some extra draws. Werewolf Pack Leader fills a similar roll with a lower CMC with an easier trigger (you attacking). I believe there are other werewolfs that would fill similar roles but can not think of them off the top of my head, Realmwalker is also one of my person favorite for extending my hand to the top of my library in terms of casting creatures and that shapeshifter ability comes in handy for fitting into tribal builds!
Lastly, I feel like every werewolf deck needs a way to force it to be Night. Nothing worse that having an army of weak humans out there you can not get to transform unless you chose not to cast something or hope your opponent can not. Hedge that bet and slip in an instant that can force that!
Lots of food for thought, hopefully something I mentioned had some merit. Happy brewing :)
4 months ago
I'll be honest, I don't love this deck, not as built. I get that a version of it may have done well in Standard, but I think that it would prove much too slow in the current Modern meta. I think the concept is solid enough, but I think you'd have to swap out the majority of the cards to accomplish it. Maybe consider going with a Cascade-based approach (see Bloodbraid Elf) and/or using Collected Company, depending on how you build the deck. There are tons of 3 cmc creatures out there in red and green that are plenty effective and can hit the board for you by turn 2 with ramp, catch a CoCo or cascade with a Bloodbraid.
There's a lot of other possibilities with a Gruul deck like this, but it would take some discussion to make sure they're within the framework of what you want to do.
4 months ago
Slash (love the name btw)
I appreciate the kind words. The fetch lands are there to make sure I get a trigger on the Narnam Renegade and to thin out the deck a little so that any draws I get from Werewolf Pack Leader get the most bang for their buck. You could probably go with straight forests to save some cash, but if you do I'd probably pull the Renegades for +1 Experiment One, +1 Pelt Collector and 2x Young Wolf. Going with more basic lands will protect you a bit from cards like Blood Moon and Magus of the Moon as well.
As far as some other budget options, Boseiju, Who Endures is also a very expensive, fairly new card. It's a very strong addition for what it does but is in no way necessary for the deck to operate. That could easily be a Forest as well. If you go all Forests, consider adding in a couple of Treetop Village or Lair of the Hydra and maybe a Dryad Arbor.
Sideboards are largely a product of your local meta and the one I have listed is just a handful of quality generic options. Prowling Serpopard, Scavenging Ooze, Beast Within, Damping Sphere and Grafdigger's Cage are just a few budget options out there, depending on what you're trying to stop.
4 months ago
I was looking at your Green Deck Wins deck - I definitely suggest that you check out the green deck I linked because it follows a similar strategy and might give you some good ideas. Augur of Autumn is a very powerful card-drawing engine that pairs nicely with the Werewolf Pack Leader. Yorvo and Rhonas are both great 1-of's in the deck, maybe even 2-of's. Scale Up is also a great option for that deck since it can turn one of your hierarchs into a serious surprise beater or it can flat out win the game for you with it's Overload ability. Old-Growth Troll is a card you'll probably automatically add due to its green devotion, trample ability and survivability. Hexdrinker is almost a no-brainer one-drop these days.
4 months ago
Since a lot of your werewolves have Night/Day you should consider replacing Moonmist for something else as Night/Day stipulates that those creatures can not transform in any other way. I might recommend Werewolf Pack Leader.
5 months ago
6 months ago
I know you’re running on a budget, but where you’re spending the budget confuses me. Why spend the budget on Fabled Passage and not Werewolf Pack Leader which costs similar, but gonna do much more for the deck.
Speaking of the land base, I’d replace Gruul Guildgate for Kazandu Refuge, and why, why, why?!? Would you run Gateway Plaza in a non gate deck, especially just a two color one. Kessig wolfrun will do you a lot of favors and has recently become budget again. Gruul Turf and Cinder Glade are also great budget lands, especially with all your basics.
Immerwolf can protect your werewolves from transforming and Child of the Pack Flip both serves to boost your team and a mana sink. Mayor of Avabruck Flip boosts your team whatever side is up and Mondronen Shaman Flip can dissuade your opponents from casting spells to transform your werewolves.
Removal and ramp, you totally need it! Hull Breach is a great card. Broken Bond is a pet card of mine, cheap removal that can also ramp you. Chandra's Ignition can serve as a board wipe for you. Rampant Growth and Migration Path can help ramp you too.
Hope this helped, a little work and you can totally get this to a playable deck!!! Have fun and keep budget…