Creature — Werewolf
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.
Combos Browse all
|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Latest Decks as Commander
Wildblood Pack Discussion
1 year 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
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
4 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.
Here are some cards that are budget friendly I would find room for:
For options that are above budget:
4 years ago
5 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.
5 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).
5 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.
5 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.