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.
|Have (3)||bigred2728 , Sceptre , danaran117|
|Want (2)||Cool_Cat , Skullzer7|
Combos Browse all
|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Latest Decks as Commander
Werewolf Pack Leader Discussion
1 month ago
2 months ago
Creature density seems a little low(?) given how you have almost as many cards supporting the creatures as the creatures themselves.
Gruul Charm seems very situational and more of a sideboard card.
Some other fun werewolves: Huntmaster of the Fells Flip (classic 4-drop threat, even outside werewolf tribal, maybe 2 of?), Werewolf Pack Leader (card advantage engine, definitely recommmend 2-4), Reckless Stormseeker Flip (gives your guys haste and buffs them and stuff).
3 months ago
Surprised you’re not running Werewolf Pack Leader.
4 months ago
I definitely second Defied's suggestions. Werewolf Pack Leader is a very strong card advantage engine which would give the deck the late game gas it needs. Lightning Bolt is premier red removal -- definitely a 4 of since there are no werewolves with removal stapled on.
Collected Company would be amazing here, given how many sub 3 cmc creatures you have. Although they're pricey, I'd fit in as many as your budget allows. For cuts, I think Moonmist and Arlinn would be the best ones.
4 months ago
amicdeep thanks for the input! It is supposed to be semi aggro. My playgroup complains about me playing fast decks all the time, so I built it not to be too fast. If you want to go for a more competitive setup I would totally agree with you, especially Lightning Bolt is almost a must run card then. I went for Tovolar, Dire Overlord Flip because he is a guaranteed flip, that also let's you draw cards. Alternatively you can run Werewolf Pack Leader and Immerwolf to drop the curve further.
4 months ago
ChrisHansonBiomancin Thanks for feedback! I have similar thoughts on Symmetry Sage, and I'm going to switch to a different threat. I also completely forgot about Snakeskin Veil, will definitely throw that in.
One thing I'm staying adamant on is the spell lands however. One never intends to cast them, their purpose is strictly to artificially increase the instant and sorcery count for delver. That being said, I also can't afford to run more dual lands with Vineglimmer Snarl and I'm not running tap lands, thus no Werewolf Pack Leader. It may be possible green stompy is just better though.
4 months ago
Hey sweet idea. I feel like Symmetry Sage might be an underperformer here since there aren't any other creatures that benefit from 2 base power. Werewolf Pack Leader could be a good replacement since Delver gets you to pack tactics on turn 3 on the god draw, and Dragonsguard only needs one counter to trigger it as well.
Decisive Denial also seems like a solid upgrade over Concerted Defense since you have the colors and aren't doing a party deck.
It also might be worth considering if there are better things to do with the cantrip cards like Charge Through and Consider. Right now Dragonsguard is your only creature that really benefits from cards like that, given that Symmetry Sage's effect is redundant after the first trigger. Without Dragonsguard those cards are mostly just spinning your wheels, so you might be better off with more control elements or protection like Snakeskin Veil/Wild Shape.
Finally, you might want to cut some of the expensive spell-lands like Sea Gate and Turntimber and use basics instead, maybe Lair of the Hydra. You want your lands to come in untapped as much as possible in a deck like this and you're hopefully trying to win by turn 7, so the 7 cmc lands will only slow you down for the most part. Rimewood Falls is also worth consideration if you want more dual lands since it works with Vineglimmer Snarl.
I have a kinda-similar Simic tempo deck that I still need to update for Innistrad if you want to check it out for ideas - Flashless Flash (S22)
5 months ago
TypicalTimmy here are my orginal thoughts of Wulfgar of Icewind Dale as a general.
You can have it or maybe use it to help build Naya
Early Game: Target Turns 1&2, Max CMC 2, But Lower Is Better.
(15)Cards That Ramp. Example:Sol Ring
Mid Game: Target Turns 3&4, Max CMC 4, But Lower Is Better.
(10)Cards That Fetch Lands. Example:Sword of the Animist
(10)Cards That Draw. Example:Werewolf Pack Leader
Late Game: Target Turns 5+, No Max CMC, But Lower Is Still Better.
(7)Cards With When This Creature Attacks It Gets Bigger. Example:Pathbreaker Ibex
(7)Cards with double Creatures Power. Example:Xenagos, God of Revels
(7)Cards that give addition combat. Example:Scourge of the Throne
Side Board: (Commander has no side board but i keep 12 cards in the deck to target meta)
(3)Cards That double triggers "Wulfgar fits here" Example:Strionic Resonator
What functions you add to the side board really depends on what your play group comes up with to stop your deck.
Base Suggested Functions: Grave yard Recursion, Damage Cant Be Prevented, Destroy Artifact/enchantment