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Welcome to Tribal Wars!

The idea of this deck is to be fast, aggressive, and most importantly, FUN.

With the recent (MUCH needed) love that werewolves received, they are finally, not only viable... but dare I say... good?

Yes, 100%, they are good. As a matter a fact, they are in a really strong place. Tovolar has single handedly carried this tribe to the higher tiers as far as tribes go. For the first time, you're not stuck with a standard werewolf loadout. We actually have options!

As for my personal take on werewolves, its probably not much different from what you've already seen. A pretty standard creature heavy deck, ramp from green, removal from red, and tons of buff enchantments. Even my "spin" on this deck isn't uncommon. I simply added extra combat phases as a subtheme. It may not seem big, but it has quickly proven to be my most optimal wincon.

This deck is meant to be played as aggressively as possible. Get Tovolar out asap, throw down a good group of wolves, watch them buff each other into oblivion, draw into an extra combat, and win. I've tried my best to equip this deck with every means to make this happen every game. It has a handful of board control through artifact, enchantment, or creature removal, there's a good amount of protection from board wipes and targeting effects, and a lot of ramp to make it all happen as quickly as possible. Not to mention almost every werewolf is, in some way, an anthem of sorts.

The deck has definitely impacted my playgroup, without being over the top op. Its not a bad price for a deck and you can even take out some of the expensive lands to budget more.

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92% Casual

Competitive

Date added 2 years
Last updated 1 year
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

4 - 0 Mythic Rares

35 - 0 Rares

31 - 0 Uncommons

8 - 0 Commons

Cards 100
Avg. CMC 3.05
Tokens Beast 3/3 G, Day, Night, Wolf 2/2 G
Folders Owned
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