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Maybeboard


"Even a man who is pure in heart, and says his prayers by night, may become a wolf when the Wolfsbane blooms, and the Autumn moon is bright."

With the newly released Tovolar, Dire Overlord  from Midnight Hunt, werewolf tribal actually has a super solid commander option that directly negates the tribes biggest consistency problems. This deck was built on the bones of Arlinn Kord  Oathbreaker, a format which died before it ever had the chance to live.

Most of the werewolves included here have some serious splashy effects on their flip side, from pumping the whole board with Wildblood Pack, to giving all of our werewolves non-keyworded menace with Terror of Kruin Pass, to just being a green Grave Titan with the incredible Tovolar's Packleader  . The biggest built-in downside, of course, is that these creatures enter the battlefield as less than optimal Humans first: Instigator Gang  , Kruin Outlaw   and the still sizable Tovolar's Huntmaster   respectively. With the release of Crimson Vow, we've gotten even more nutty lycanthropes to include, like Avabruck Caretaker   which flips into a better Asceticism or Howlpack Piper   which will let us cheat out wolves and werewolves multiple times on our turn if it isn't Night, or give us incredible card selection on transformation if it is.

The divide between the classic werewolves from previous Innistrad sets and the new Midnight Hunt ones is pretty stark. Daybound/Nightbound are powerful keywords that are strictly upside compared to the old method of transforming. The biggest mechanical difference is that Nightbound werewolves will always enter transformed during the Night, which Tovolar himself guarantees us as long as we have enough wolves and werewolves, which we often will. Vildin-Pack Alphacan get our old werewolves entering on their transformed side, but it's still a downside that the older cards have to contend with. The other downside, although minor, is that the old werewolves check for spells cast by any player, not just the active one. The playgroup I'm in allows me to keep them in sync with the newer cards, for simplicity, but currently as written, they may fall out of sync from time to time.

That of course brings us to Moonmist which straight up does not work with the Daybound werewolves. I've still included it, however, because of it's secondary one sided fog effect. This deck list runs enough of the classic werewolves to make it's first ability still useful, and shutting down our opponent's ability to block effectively at instant speed, especially with the amount of Trample enablers in the deck, is still worth while in my opinion.

The werewolf tribe extends out to wolves as a whole, of which I've included a few for utility and profit. Anara, Wolvid Familiar helps keep Tovolar alive on potentially risky attacks, with Immerwolfand Nightpack Ambusheracting as additional Lords to the tribe, alongside cards like Howlpack Alpha and Lord of the Ulvenwald. Realmwalker felt too good not to include, giving us additional werewolf casts outside of our hand. There are also a good number of ways to create 2/2 Wolf tokens, like the original werewolf commander that never was Huntmaster of the Fells   or Cult of the Waxing Moon, which can create tons of tokens whenever our werewolves flip, and Master of the Wild Hunt, which gives us a wolf on our upkeep and a way to turn those wolves into removal.

Beyond the creatures, we run some additional ramp, with Dire-Strain Rampage acting as either a ramp spell early on, or conditional removal later in the game. Rabid Bite and Moonlight Hunt help pick off creatures we may not want to attack into, while Bow of Nylea makes our attackers even more lethal through Deathtouch, and Cream of the Crop helps immensely with card selection as we repeatedly slam creatures down.

The real crown jewel, though, are cards like Aggravated Assault and Savage Beating which can stack with Tovolar's built in card draw ability and Trample to give us insane burst card draw. Unnatural Growth combos well with all of our extra combat steps, and if we're able to chain several combats in a row, can quickly get out of hand.

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Date added 2 years
Last updated 2 years
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

7 - 0 Mythic Rares

35 - 3 Rares

24 - 2 Uncommons

10 - 1 Commons

Cards 100
Avg. CMC 3.50
Tokens Beast 3/3 G, Day, Emblem Arlinn Kord, Night, Wolf 2/2 G
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