Young Wolf

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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
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Young Wolf

Creature — Wolf

Undying (When this creature dies, if it had no +1/+1 counters on it, return it to the battlefield under its owner's control with a +1/+1 counter on it.)

Delphen7 on Yawgmoth Combo Question

2 weeks ago

I understand the general idea behind the deck; looping undying creatures with Yawg for infinites, but in this video (timestamp 13:20-13:40) I saw AspiringSpike scoop as soon as Yawg hit the table with Young Wolf and Strangleroot Geist, and I don't understand why.

The Yawg player could only loop the two undyers back and forth, essentially paying a life to draw a card each iteration; they had no payoffs on the field, and last I checked there was no Blood Artist effect in red. They didn't even have the mana to Chord of Calling

Is there something in the deck they can cast that wins them the game, or did Spike prematurely scoop?

Best I could tell, they'd loop a couple times, draw some cards, and then Spike could burn them out of the game.

meinzel on Abzan Blasting Solemnity

1 month ago

Thanks for the insight jdogz32!

I actually even have a version of the deck with Thran Vigil where I replaced Young Wolf with Putrid Goblin to utilize Thran Vigil's effect. However it massively alters the mana-curve from from a 1-drop, two 2-drops and two 3-drops to literally zero 1-drop but four 2-drops. Taking into account the Profane Tutor you have way to many options for turn 2 while completely giving up the chance to do something significant on turn one. With Thran Vigil you eventually even give up on the chance of a natural turn-3-win.

I like the idea to add either Zulaport Cutthroat or Blood Artist at least to the sideboard to circumvent hexproof/shroud. When checking for reasonable or expectable hexproof effects in modern, only Leyline of Sanctity came to mind, which I can get rid of rather easily with maindeck Boseiju, Who Endures or Prismatic Ending. I can ignore Veil of Summer since both win conditions are artifacts.

In the mentioned alternative version I actually considered Kitchen Finks. However it doesn't constitute a win condition in itself and therefore will still falter to e.g. mill or decks with other unconventional win conditions. It might be interesting against burn-type, but even then I rather win the game directly.

Notoriousgzzz on budget token sac

6 months ago

hi! i like budget decks that suddenly are good, you can try Carrion Feeder for more sac outlet and something hitting hard, Nest Invader,Young Wolf and Carrier Thrall are faster to sacrifice than the skeleton and de 5 mana creature and if you can find Bloodghast in the future that would be good, i dont know how expensive they are right now, good luck!!

Slashdance on Woodland's Wrath

6 months ago

The Bond Beetle was to sub in for the Young Wolf if I need to also put in Grafdigger's Cage. I'll see what I can do, or maybe I just won't use Grafdigger's ... it seems a little problematic with the deck atm. Not sure, lol.

StoryArcher on Woodland's Wrath

6 months ago

Small tweak, but I'd include 4x of both Experiment One and Pelt Collector and only 2x Young Wolf, unless there is another card you like better there - maybe an extra Rancor and another Barkhide Troll, for instance.

Slashdance on Don't Let Em Breathe (Quick)

6 months ago

Thank you so much for the speedy reply!

I did pull Narnam Renegade's for some Young Wolf already in my list, simply because I had Young Wolf already, so now I feel better about trading in the fetch lands for some forests. That was good tech that I didn't even see, lol. I do have some fetch lands I was planning on possibly adding to thin the deck if I felt I needed it, but now I'll consider Narnam more seriously for his ability than I did before and think about it all together.

To replace some of the land, I'm thinking of 2x Llanowar Reborn, 1x Oran-Rief, the Vastwood, 1x Pendelhaven since I had them. Right now I'm unsure, because some come into play untapped and feels slow for this deck, but I see your recommendations also have some that come in tapped.

Thanks for the ideas on the sideboard!

I'll take all of that into consideration as I tinker with the deck. I hope you don't mind, I listed my own version here but linked back to you and this deck for credit, so I hope more people find yours. =) Woodland's Wrath

StoryArcher on Don't Let Em Breathe (Quick)

6 months ago

Slashdance (love the name btw)

I appreciate the kind words. The fetch lands are there to make sure I get a trigger on the Narnam Renegade and to thin out the deck a little so that any draws I get from Werewolf Pack Leader get the most bang for their buck. You could probably go with straight forests to save some cash, but if you do I'd probably pull the Renegades for +1 Experiment One, +1 Pelt Collector and 2x Young Wolf. Going with more basic lands will protect you a bit from cards like Blood Moon and Magus of the Moon as well.

As far as some other budget options, Boseiju, Who Endures is also a very expensive, fairly new card. It's a very strong addition for what it does but is in no way necessary for the deck to operate. That could easily be a Forest as well. If you go all Forests, consider adding in a couple of Treetop Village or Lair of the Hydra and maybe a Dryad Arbor.

Sideboards are largely a product of your local meta and the one I have listed is just a handful of quality generic options. Prowling Serpopard, Scavenging Ooze, Beast Within, Damping Sphere and Grafdigger's Cage are just a few budget options out there, depending on what you're trying to stop.

StoryArcher on Don't Let Em Breathe (Quick)

6 months ago

demonicgrizzly I have, with pretty good success thus far. I was running a different version of mono-green before, with Hierarchs and a very heavy 3 CMC creature presence - lots of big threats like Yorvo, Rhonas, Old-Growth Troll, Augur of autumn, etc. It rolled in big threats, had a great card draw engine... and just didn't seem to work. My Hierarchs inevitably got bolted, darted, pushed or whatever and that slowed me down for the first two rounds, letting my opponent get his own gameplan going. This version has proven to be a much more consistent threat with fewer instances of stumbling out of the gate. Still tweaking it at the moment but pretty happy thus far.

The main thing I'm considering is whether I should drop the set of Narnam Renegade and the fetch lands and instead pull in a 2-3 Boseiju, Who Endures, another Lair of the Hydra and find a different 1 CMC creature, maybe Young Wolf?

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