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Since Ulrich of the Krallenhorde   was a big letdown for everyone in EDH, I figured I would prove that Werewolves can still kick butt as a tribe.

To best benefit the transformation process, I decided on Ruric Thar, the Unbowed as General. His punishment of combo players and against removal spells helps keep the werewolves flipped, not to mention a 6/6 Reach/Vigilance is a silly card to start with.

Due to the limitation of usable non-creature spells, to avoid personal damage, tons of buff mana dorks are available, like Ulvenwald Captive   or the full-aggro Radha, Heir to Keld . With 40 lands available, Ruric is consistently cast on turn four, a perfect place to stop blue decks in their track.

While combat tricks are sadly off the table, some mega-buffs are available from certain enchantments and werewolf staples like Immerwolf for raw power, haste, trample, etc. Meanwhile Tutors come in the form of abilities like Fauna Shaman or Woodland Bellower .

All in all, by turn seven, a massively powerful board state is assured, letting your wolf-clan rip opponents to shreds.

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Revision 3 See all

(4 years ago)

Date added 7 years
Last updated 4 years
Exclude colors WUB
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

6 - 0 Mythic Rares

35 - 0 Rares

25 - 0 Uncommons

11 - 0 Commons

Cards 100
Avg. CMC 3.16
Tokens Eldrazi Horror 3/2 C, Emblem Domri Rade, Human 1/1 R, Wolf 2/2 G
Folders Tribal, Soon...
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