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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 |
Historic Brawl | Legal |
Legacy | Legal |
Leviathan | Legal |
Limited | Legal |
Modern | Legal |
Modern Beyond Horizons | Legal |
Oathbreaker | Legal |
Planar Constructed | Legal |
Planechase | Legal |
Quest Magic | Legal |
Tiny Leaders | Legal |
Vanguard | Legal |
Vintage | Legal |
Wildblood Pack
Creature — Werewolf
Trample
Attacking creatures you control get +3/+0.
At the beginning of each upkeep, if a player cast two or more spells last turn, transform this.
burferking on Moon art cards for Princess …
5 years ago
I'll continue with the ones in the Innistrad block: Corpse Traders Deadeye Navigator Defy Death Angelic Overseer Alpha Brawl Afflicted Deserter Flip // Werewolf Ransacker Bloodline Keeper Flip // Lord of Lineage Harvester of Souls Grave Bramble Ghost Quarter Fiend of the Shadows Doomed Traveler Helvault Hinterland Hermit Flip // Hinterland Scourge Hunger of the Howlpack Hysterical Blindness Immerwolf Kruin Outlaw Flip // Terror of Kruin Pass Lunar Mystic Marrow Bats Midnight Duelist Misthollow Griffin Morkrut Banshee Paraselene Purify the Grave Rally the Peasants Tormented Pariah Flip// Rampaging Werewolf Screeching Bat Flip// Stalking Vampire Silverclaw Griffin Smite the Monstrous Sorin, Lord of Innistrad Traitorous Blood Treacherous Pit-Dweller Wakedancer Zealous Strike
Tiny Moon: Cobbled Wings Hollowhenge Beast Moorland Haunt
Debatable: Demonic Rising Ashmouth Hound Havengul Skaab Gallows Warden Entreat the Angels Killing Wave Nephalia Drownyard Seance Sightless Ghoul Somberwald Vigilante Withengar Unbound
Only on Transformed side: Bane of Hanweir Archdemon of Greed Gatstaf Howler Howlpack of Estwald Ironfang Krallenhorde Wantons Merciless Predator Ravager of the Fells Silverpelt Werewolf Tovolar's Magehunter Wildblood Pack
Mandalorian on The Pack Hungers
7 years ago
I think Silverfur Partisan should def be a 4 of since it synergizes so well with your creatures.
I think some of the enchantment are either unnecessary or can be upgraded to enchantments that synergize with your deck. I would drop the Blood Mist, Gruul War Chant, and Gift of Paradise for stuff like Howlpack Resurgence and Full Moon's Rise.
Naturalize is also probably pretty weak here and could be replaced. Creatures like Solitary Hunter Flip, Brazen Wolves, Smoldering Werewolf Flip, and Thornhide Wolves can be upgraded as well.
Here are some cards that are budget friendly I would find room for:
Breakneck Rider Flip/Neck Breaker Flip
Duskwatch Recruiter/Krallenhorde Howler Flip
Instigator Gang/Wildblood Pack Flip
For options that are above budget:
Huntmaster of the Fells/Ravager of the Fells Flip
Xica on Modern Wolves
8 years ago
Wildblood Pack
Flip >> Neck Breaker
Flip
Immerwolf can only be present as a 4 of, and has the problem of being kille by all the removal :/
bradanuva on Moonlight Hunters
8 years ago
I would drop the Lambholt Pacifist Flip for Mayor of Avabruck Flip or Instigator Gang Flip. My wife has a werewolf deck and those always give me such a pain in the neck. Immerwolf + Howlpack Alpha Flip + Wildblood Pack Flip pump the creatures super hard, plus Alpha gives you wolf tokens. Having both Howlpack Resurgence and Full Moon's Rise also provide pretty good pumps.
Xica on All things Wolven
8 years ago
The problem is, that the current wolves day side is better their night side is a lot weaker than the original innistrad block wolves (Neck Breaker Flip vs Wildblood Pack Flip. Also we only have Geier Reach Bandit Flip to aid in flipping, nothing else (even something like Curse of Exhaustion would have been nice).
DJSeras on Looking some clarification on possible …
8 years ago
Sorry for accidentally posting before having all of my information.
Please try to link all cards in your questions to make answering the question easier for any readers.
There is a ruling related to cloning DFC's or Double Face Cards:
"711.3. Except for determining whether or not a permanent can transform, a spell, ability, effect, or rule that needs information about a double-faced permanent sees only the information given by the face that's currently up."
Example: A Clone enters the battlefield as a copy of Wildblood Pack (the back face of a double-faced card). The Clone will be a copy of the Wildblood Pack. Because the Clone is itself not a double-faced card, it can't transform.
So in simplest terms cloning a Double Faced Card is only as good as the face up side used at the time of cloning as a copy or clone is itself not a double faced card and is not capable of transforming, and even if it could the copy doesn't know anything about the copied cards properties on the facedown side.
Xica on Modern wolves/werewolves
8 years ago
In my humble opinion flipflopping the werewolves isn't that good of an idea. To transform into human there needs to be 2 spells cast by one of the players, within 1 turn (between upkeep step and end step).
They can flip back those pricey token generator lords into human form and keep them flipped, as more than enough mana is available.
Also the boost gained from things like Wildblood Pack
Flip & Terror of Kruin Pass
Flip can end the game very abruptly, while Nightfall Predator can clear the board neatly, so i would consider those card.
Still the werewolves main problem is the number of spells cast per turn, this can be helped mainly in 2 ways:
1# Limit the number of spells your opponent can cast with things like Eidolon of Rhetoric, Rule of Law, Ethersworn Canonist, Curse of Exhaustion, Trinisphere... etc.
2# Use AEther Vial as it puts cards in play, instead of casting them, so if you put in play only 1 werewolf / turn then they will be transformed in your opponents turn (who thanks to the above mentioned spells cant't transform the mback)
(The casting of these hindering effects can be greatly helped by Ancient Tomb, and the more similar your creatures are to each other in mana cost the better they work with AEther Vial)
The more creatures you have (preferably weewolvees) the more consistent the deck will be, but when it comes to enchantments i would choose Full Moon's Rise, or Legion's Initiative even though it only boost our red creatures it can save them from anything.