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Eldrazi Werewolves in Modern?! no wai

Modern Eldrazi RG (Gruul) Tribal Werewolf

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Sideboard


Just a fun idea for utilizing Eldrazi werewolves. We all know that Moonmist not working on Werewolf Horrors is the main thing holding our Eldrazi puppies back. So how do we fix it? Well their is ramping to pay the really high cost of flipping them, but thats more of a worse case scenario. The main strategy is to use a combo of Isochron Scepter and Waxing Moon in order to have an artifact on the field that can transform our Horrors for much cheaper than their cost, it along with the combo of Geier Reach Bandit and Immerwolf are the main methods of flipping our Eldrazi.

Starting with Creatures

x4 Kessig Prowler: A fantastic card to top deck, give early board presence, is cost efficient, and doesn't become useless in mid game since it turns into a 4/4 when flipped.

x4 Ulvenwald Captive: Turn two if you didn't start with the Scepter you're going to want to ramp so that by turn three you can start casting your bigger Werewolf Horrors, or setting up the Immerwolf Bandit combo.

x2 Scorned Villager: Same idea as above, pretty much just here because you can't have 6 of in a deck. Once Immerwolf is out she'll stay as a two manna ramp though and give forest instead of colorless which gives her a niche when needing to pay for greenspells.

x2 Conduit of the Storm: Our last ramp creature. Its kind of inconvenient that you have to attack but once flipped it becomes a big body that ramps fairly safely albeit for colorless mana again.

x4 Geier Reach Bandit: Probably the most important card in the deck. Her flipped ability is whats going to win the game and the main reason we have the next creature on the list.

x4 Immerwolf: Stopping Geier Reach Bandit from turning back into a human while giving her and all our other wolves +1/+1 is the other half of the Lynch pin in our strategy. Boardwipe may be our biggest enemy here but this creature if going to make our opponent wish they had multiple removal spells at all times.

x2 Smoldering Werewolf: Now we're cooking with fire, all pun intended! :p This is the first of many creatures that once transformed into Eldrazi is going to trashcan our opponents, especially if they've got buffs from Immerwolf or Howlpack Resurgence. The selective removal is really nice to supplement our Lightning Bolts too, it helps us get rid of monsters with annoying abilities our opponent is keeping out of the fight.

x2 Tangleclaw Werewolf: "The best offense is a good defense.". No thats how the saying goes, I'm like 90% sure. I'm also 100% sure that for fighting decks that try to overwhelm you with numbers this creature is invaluable for helping stop a tsunami of token monsters from swarming you, especially when flipped.

x2 Vildin-Pack Outcast: Our game ender, if this monster comes out flipped it has a buff ability built into it, and by the point it gets out we should have plenty of mana to feed him giving him trample.

x4 Lightning Bolt: Its Lightning Bolt.

x4 Waxing Moon: Well Moonmist doesn't work on our Werewolf Horrors like I said earlier, but this does. And more importantly its an instant with a converted mana cost of 2 or less so it works with the Isochron Scepter, use it early game if its an emergency but try to hold onto it until you can play the Scepter and exile it from your hand.

x2 Isochron Scepter: While we're talking about it this is the other card thats going to help flip your monsters. You can't always depend on the Immerwolf Bandit combo if your opponent is a vet he'll likely have tons of removal. Hopefully like us if he does have Artifact removal its in his sideboard which is why I didn't go 3 of since Artifact remove is a fairly common sideboarding spell. Its also not great to draw another one if you've already go one on the field or in your hand.

x2 Howlpack Resurgence: Its mainly here to give our puppies trample, but the +1/+1 buff and casting it like an instant makes it insanely good. Unlike the Isochron Scepter this card is fine to stack on each other but I still went with 2 instead of 3 since Immerwolf is so important to our overall strategy.

As far as the lands, 22 overall is where I feel comfortable with most decks, even ones with ramp. There might be better duel lands out there but I already had these from back when I played Werewolves in Standard. These work fine. Kessig Wolf Run is just another way to give our puppies trample while boosting attack. Its fine as a 2 of.

The side board now.

Relic of Progenitus is there to stop decks that rely on cycling cards into the graveyard and playing them from there. Silverfur Partisan and Hermit of the Natterknolls are cards that punish opponents who like to play lots of control on you. Lets see if summoning 2 wolves and letting us draw two cards makes them think twice about using those removal spells. Destructive Revelry is our answer to artifacts or enchantments. Moonlight Hunt gives us extra removal if Lightning Bolt isn't enough.

and finally Full Moon's Rise is the all important card to counter what our deck hates most. Board Wipe. If this is in play our opponent can't just burn the entire field and hope to summon a huge body next turn.

Well thats pretty much it. Its might not be the best most competitive deck in Modern but hopefully its viable enough in your local meta to have fun with. Any suggestions feel free to share. I'm new at deck building myself and always welcome new ideas. ^_^

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Date added 5 years
Last updated 5 years
Legality

This deck is Modern legal.

Rarity (main - side)

16 - 2 Rares

20 - 13 Uncommons

12 - 0 Commons

Cards 60
Avg. CMC 2.47
Tokens Wolf 2/2 G
Folders Zoe Investigation and Database
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