Wildblood Pack

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.

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Format Legality
1v1 Commander Legal
Block Constructed Legal
Canadian Highlander Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Tiny Leaders Legal
Vintage Legal
Casual Legal
Custom Legal
Quest Magic Legal

Latest Decks as Commander

Wildblood Pack Discussion

Mandalorian on The Pack Hungers

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.

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:


Lightning Strike

Ulrich's Kindred

Howlpack Resurgence

Full Moon's Rise

Breakneck Rider  Flip/Neck Breaker  Flip

Duskwatch Recruiter/Krallenhorde Howler  Flip

Cult of the Waxing Moon

Instigator Gang/Wildblood Pack  Flip

For options that are above budget:

Huntmaster of the Fells/Ravager of the Fells  Flip

Mayor of Avabruck  Flip/Howlpack Alpha  Flip

Lightning Bolt

Domri Rade

Xica on Modern Wolves

4 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

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.

Xica on All things Wolven

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).

DJSeras on Looking some clarification on possible …

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.

Xica on Modern wolves/werewolves

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.