Wolfbriar Elemental

Wolfbriar Elemental

Creature — Elemental

Multikicker (You may pay an additional {{G}} any number of times as you cast this spell.)

When Wolfbriar Elemental enters the battlefield, put a 2/2 green Wolf creature token onto the battlefield for each time it was kicked.

Latest Decks as Commander

Wolfbriar Elemental Discussion

Grasshoppeh1 on Lost and Afraid

2 months ago

Spoiler button was broken on my screen, repost of some of the changes.

CREATURES:

I thought about this and I play in two places, with friends and alone at a card store. Maybe the fatties should be replaceable. Have a set of 5 creatures I can swap out depending on the level of the play group. I could keep a set of creatures in my "sideboard" to swap out :)

For stronger creatures we can consider Emrakul, the Promised End, Kozilek, Butcher of Truth, Ulamog, the Infinite Gyre. If I want to really win, maybe Blightsteel Colossus. Blight might drop in price soon if I wanted to get my hands on it.

Tempted to make some of the "weaker" creatures, Worldspine Wurm, Apex Devastator, maybe Darksteel Colossus

Interesting tech is probably Wolfbriar Elemental, card is often forgotten about. A 4/4 creature + 6 2/2 wolves for 10. 16/16 for 10 and scalable. Give it haste and you have a wincon. I'm unsure how risky Concordant Crossroads will be in my area, but Akroma's Memorial is pretty safe.. if anything a removal magnet.

I don't seem to have the manabase to run Kozilek, the Great Distortion yet since it specific requires colorless. This would need to be worked on.

Given the setup I could just put in Rampaging Baloths

Grasshoppeh1 on Lost and Afraid

2 months ago

From the direction this deck is going big creatures seems fun, then we can focus on how we draw a bit later

Creatures Show

Gadianten on Scourge Under Moonlight

2 months ago

Your commanders strength lies in combat and your colors in fast aggressive and overwhelming force, in short I would play it similar to Edric, Spymaster of Trest but with less politics and more face smashing. Use green to ramp up mana fast, fueling future big plays with red to aid in haste and repeated same turn attacks. Your commander should net you enough cards to pursue both.

With haste in mind I would look more into more mass haste effects like Fires of Yavimaya and Fervor to keep the assault coming, there is no reason a creature just cast should not net you a replacement card in the same turn. I also recommend overrun effects like well, Overrun, Xenagos, God of Revels and similar to flatten your foes and any defenses they may have to prevent chump blocks and keep the cards flowing.

With your strong ability to card draw I recommend more lands probably around 36 minimum and spells to get those lands into play rapidly, you should ideally be able to cast two to three spells on each of your turns. Some other good ramp ideas are Nature's Will, Druids' Repository and Sword of Feast and Famine or similar, combine with Aggravated Assault if your feeling brutal.

I like tokens but I don't think your commander is consistent enough with tokens to really be a rewarding strategy compared to Rhys the Redeemed or some similar token commander. Cards like Wolfbriar Elemental still have a place due to generating an instant in tribe army without the need for support cards like Parallel Lives and Huntmaster of the Fells  Flip is just fine since hes in tribe and is a pretty good werewolf even without tokens.

billy21 on Werewolves

2 months ago

I'm thinking you should add a bunch of wolf tokens to get more wolves. Also Draw more ramp less.

Wren's Run Packmaster

Kessig Cagebreakers

Master of the Wild Hunt

Predator's Howl

Ranger Class

Wolfbriar Elemental

Feed the Pack

Howl of the Night Pack

Return of the Wildspeaker

azuaries on Verazol, the Split Current/KickerTribal//EDH

5 months ago

Phule451 Yeh, I think Adrix and Nev, Twincasters is great for the Token Subtheme, like if I resolve a big Wolfbriar Elemental or for doubling up the token copies that Skyclave Relic creates of itself. However, there are only 12 Token generators in the deck, and Adrix and Nev does not work with the main theme of copying Kicked Spells.

In case you aren't aware, it's because, while copying a Spell that enters as a permanent does cause that permanent to become a Token, it is not the same as "creating" a Token. Thanks for the suggestion though :)

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