Werewolf Aggro (FNM, Standard)

by AlphaToOmega on 07 June 2016

Main Deck (60 cards)

Sideboard (15 cards)

Creatures (4)


Sorceries (2)


Enchantments (1)

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Deck Description

The main reason for this deck is that I wanted to build a werewolves deck that came in around $90USD, about $120AUD, that would give me enough bang for buck at FNM, and still show enough of the explosive potential that it's Collective Company (CoCo) cousin has. The main issues I noticed in play testing was the grind match up with Black decks, Languish and Kalitas being the issue.

Revision History:
Current Version - 1.1
V1.0 - Lacked enough tools to deal with Kalitas, Traitor of Ghet in the Main Deck, subbed out Galvanic Bombardment in favour of more Atarka's Command, also moved Borrowed Hostility to the Main Deck for Kalitas. Added Spirit of the Hunt, and Rending Volley to the Sideboard. Updated the How to Play notes.

As always feedback on the deck is welcome, just hit me up in the comments below.

How to Play

I play magic like a game of chess, the game is broken into 4 phases, Opening, Early, Mid, and Late game. Below I'll list my strategy for those phases as well as side board strategies I use.

Opening: At the start of a game I'm looking to get a hand with a way for an early power 4 creature, if I see Kessig Prowler & Waxing Moon, Lambholt Pacifist with a Geier Reach Bandit, Lambholt/ Duskwatch + Howlpack in a 3 mana hand I'll keep it. Planning the hand around 4/5 cards means I'm quite happy to Mulligan down to 5, which I think is important in an aggro deck where you want to be all in by turn 3/4. Village Messenger is a nice bonus, but not the play I plan on getting.

Early: My first few turns are focusing their face like a wolf, if they aren't taking something turn 2 I'm upset, I'll try and bait them into wasting early removal into a Waxing Moon, or Howlpack Resurgence, both of which I'll nearly never play proactively outside of as a finisher. My main focus at this stage is trying to hit 4 power on turn 2.

Mid: At this stage of the game I'm trying to do 3 things, attack at the face, use burn I draw to keep the board from stalling, and trying to hit a Duskwatch Recruiter or Geier Reach Bandit to keep momentum and pressure up.

Late: Now I'm trying to keep just enough on the board to get the job done, and enough in hand to refuel after removal. I'll try and hit an Arlinn Kord, and keep her human to pump/ haste new wolves, I basically never flip her until she's about to ulti, or I know she's dead without a chumper. At this stage I'm looking to save Waxing Moon for a Kessig from hand into Arlinn/ Battlements Combo.

Sideboard:
Sin Prodder: If they are playing control this comes in, it's free refuel, and land filtering. 2 Village Messenger come out.

Spirit of the Hunt: I see you there Kalitas, I flash this in to stuff up their math. An Incendiary Flow and Atarka's Command normally come out for this if Sin Prodder is already in the deck, otherwise same deal.

Burn Within: If I find that they bring an Avacyn in with too much flying support to guard her from Clip Wings I'll sub this in, she loses indestructible and you can see the moment when her player dies a little inside, also good for Eldrazi, the smaller ones.

The Following 4 options either replace Incendiary Flow, or Atarka's Command in various amounts.

Clip Wings: Avacyn default board in, also if UW spirits becomes as big as it looks this will keep them less happy.

Dual Shot: If spirits are there, this is too.

Naturalize: Because one guy at FNM will be running a Tree of Perdition, Triskaidekaphobia, Demonic Pact, Harmless Offering mess that will get one win a night, and you don't want to be that one win. Also Always Watching, but that option is less rage inducing.

Rending Volley: I really, really, don't want WU Spirits to ruin my day...

Howlpack Resurgence: Another control sub in, normally takes the place of a Village Messenger.

Deck Tags

  • Werewolf
  • Standard
  • Aggro
  • FNM

Deck at a Glance

Social Stats

2
Likes

This deck has been viewed 1,806 times.

Mana Curve

Mana Symbol Occurrence

0002125

Card Legality

  • Not Legal in Standard
  • Legal in Modern
  • Legal in Vintage
  • Legal in Legacy

Deck discussion for Werewolf Aggro (FNM, Standard)

the deck looks good for fnm, i'm not too sure about larger tournaments though. But my suggestion is too drop the galvanic bombardments and waxing moons for more atarka's command( although a little more expensive it really helps out the deck) and incendiary flow and howlpack resurgence in the main because they give more reach and flexibility to the deck to stop your black based opponents decks from beating you at 5 HP.

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Posted 24 July 2016 at 18:17

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also the geier reach bandits should basically never come out of your deck. was looking at your sideboard notes.

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Posted 24 July 2016 at 18:21

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Thanks for the feedback! You're 100% right without CoCo this deck is an FNM deck, I don't mind that though as I don't have time to go to tournaments (Filthy Casual) But I'll relabel it when I get home to avoid confusion. I'll look at restructuring the Deck/Notes based on your feedback then too, I was thinking of running +2 Atarka's Command, +1 Howlpack, and +1 Incendiary Flow over the 4 Galvanic Bombardments, from my play testing they are a 4 or 0 of. If I did that I'd probably take the Incendiary and Howlpack from the side as 4 of those was always painful to hit, and put in maybe 2 Rending Volley.

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Posted 24 July 2016 at 22:27

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The rending volley would be a nice addition especially with all the UW stuff around. But yes galvanic bombardment isn't the best as a shock. Also I forgot about Kalitas, how do you fair against the grindier matches?

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Posted 24 July 2016 at 22:59

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Updated the list finally, had a play around with Spirit of the Hunt while thinking about the grindier matches, let me know what you think!

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Posted 26 July 2016 at 08:52

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I wonder if you might want to possibly remove village messenger and put in maybe silverfur partisan and main deck your other howl pack resurgence?

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Posted 26 July 2016 at 09:01

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I've always experienced silverfur being too slow for an aggro werewolves deck, he's in the line-up for my midrange version of this deck (I'm just working on a few cards there before I'm happy to make it public). How do you find he plays out, and in what numbers? I'm curious because he can definitely flood the board I just haven't had success with him. I am rather novice at Magic so if there is I high chance I could be missing something obvious with him.

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Posted 26 July 2016 at 09:41

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Well, you don't need Silverfur but he can be a great build around, if you use fight spells, multi target things for removal, etc.

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Posted 26 July 2016 at 21:26

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FNM TOURNAMENTS are tournaments. Some may be weak. Some like the ones in my area with 3 to 9 PTQ Grand Prix players are strong. On average even FNM tournament players use TIER 1, 1.5, 2, rogue decks. Rogue is not a deck filled with rogues, but rather is a deck like land destruction, infect, etc, that close to being tier 1,1.5,2.

Werewolf decks at best are, were tier 1.5, 2, back in dark ascension standard block days. I spent $375 on RG, barely splashed blue(for Phyrexian Metamorph, sideboard counterspells). Without even knowing about, seeing Brian Kibbler's list (a Pro who made the best Werewolf list, finished 16 to 32 place on pro circuit, with the Werewolf deck list), I made almost the same exact deck list, as his, or he made the same exact deck list as me.

Here's the deck list for reference.

4 Birds, 3 Mayor's of Avabrucks, 2 Daybreak Rangers, 2 Kruin Outlaw, 2 immerwolfs, 2 Huntmasters, 2 Instigator Gangs, 2 Phyrexian Metamorphs, 2 Wolfir Silverheart, 3 moonmist, 2 Full Moon's Rise, 3 can't remember the burn card that cost 3 Cmc that does 3 damage to 1 creature, where if a creature dies, has died in the turn, it also deals 5 damage to another creature, 2 Garruk Relentless 2 spell copiers, can't remember if I used 2 Chandra Firebrand, or 2 dual casting, or 2 increasing vengeance, can't remember if I used 2 Green Sun's Zenith, if that was still legal in that standard block back then, 2 Ranger's Guile.

Now this deck it's best finish was 4th place out of about 60 players, and beat Wolf Run Ramp Titan deck that finished 2nd, in local FNM that had 2 to 4 PTQ, Grand Prix players in the FNM.

Now the reason went into that, is that's the best werewolves have done in past standard blocks.

Now I want to make some comparisons.

Geir Reach Bandit is the only Werewolf, that compares to past werewolves. If he had been around back then, werewolves would have been tier 1 back then.

But having him here now does not make werewolves high tier, tier 1, because the other werewolves, are just not good enough, and because don't have Moonmist, Full Moon's Rise. Yes Howl pack Resurgence is similar as far as pump, Trample goes, but Resurgence does not regenerate all werewolves like Full Moon's Rise did. And problem with Waxing Moon, is its not as good as Moonmist.

If MTG wanted Werewolf to be a tier 1 standard tribe, they needed to either reprint Moonmist, Full Moons Rise, some of the past werewolves to go with Bandit, or they needed to make extremely similar werewolf based cards with different names.

Right now the only way to make Werewolves a tier 1 deck is to make a MODERN FORMAT werewolves deck, or wait, and hope that another set comes out, and adds enough to make Werewolf tier 1, before it cycles out of standard again.

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Posted 27 July 2016 at 01:55

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Also forgot to mention Ulrich Krallenhorde, if he had been around back then, along with Bandit, that would have made Werewolves tier 1 back then. But today there is just not enough around Bandit, Ulrich(Birds, 1 Cmc mana creatures, that can drop on turn 1, to get 3 Cmc werewolves out on turn 2, Moonmist, Full Moon's Rise, Rangers Guile, etc). Also Ulrich needed to be 4 cmc, and is to slow at 5 cmc. The reason why Wolfir Silverheart was ok at 5 cmc, was because he didn't transform, and could soul bond pair up with a creature to give permanent + 4 bonus.

Not only will Ulrich not come out until turn 3 at best, 4 average if use mana creatures, turn 5 on average without mana creatures, but by turn 5 is slightly just barely undersized at 4/4, and won't flip, attack as a 6/6 until turn 7, pretty much after the game should already be done, over. And that's turns 5,6,7 at the fastest that get to get it out, flip it, attack with it, etc. That means that most of the time you don't get him out flipped, attacking until turns 7,8,9.

Also another thing I forgot to mention, is that altho Bandit makes Werewolves come into play flipped, they can still be flipped back without Immerwolf.

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Posted 27 July 2016 at 02:37

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Mainly just replying to acknowledge your comments, I honestly have no idea where to begin on implementing them, I don't have regular access to Modern competition locally, and MTGO doesn't have the same appeal to me since I kinda like the paper physicality to everything (working in IT and all), so I'm just left with the small local scene. From what I'm gathering the main things I can take away from this are:
1. Ulrich is too slow for his cost, use those 2 slots for something lower on the curve.
2. Even if I threw in CoCo, Werewolves lacks the support of top tier decks so brewing it is pointless for standard.
Honestly I don't want to be rude, especially after the time you took to comment, I only started playing in SOI so I'm not going to act like I know anything about Modern, but the barrier to entry makes comparison hard personally, due to the large difference in power levels, focus in ramp options and my lack of experience in those formats and cards.

Sorry if any of that came out wrong, I'm rather new to brewing stuff up, which I must admit I do sort of Ironchef for flavour > power, this is only my second deck and I'm still learning so again I appreciate your time and thank you for any further clarification you provide.

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Posted 27 July 2016 at 10:53

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No offense taken, and hopefully no offense given, since you said you didn't want to be rude.
Only reason why I mentioned Modern Format, was to say that the only way to make Werewolves a tier 1, 1.5, deck, was to make it a Modern Format deck. That SO FAR the current standard block, doesn't have good enough Werewolf cards, Werewolf supporting cards, to make it a current standard tier 1, 1.5 deck. But maybe that will change in the next set, before Werewolf cycles out of standard again.

And as far as comparisons go, I wasn't comparing your deck specifically, or current standard werewolves, to Modern Format. I was comparing current standard werewolves, to the INNISTRAD, DARK ASCENSION past standard block sets, werewolves, back when they used to be standard legal. So it was a equal comparison, because comparing new standard block, to a old cycled out, no longer standard, standard block. The point of the comparison, was to say, show that as it stands now, the current standard block werewolves don't seem to be, are probably not tier 1, 1.5.

As for Ulrich, he is not to slow, IF, IF, he has good enough help, support, Birds, Atarka Commands. He is going to be awesome in Modern Format, and EDH Commander, and ike Huntmaster is, would be good in any deck, whether werewolf, or some other deck, as long as has the right, good enough help, support, acceleration, etc, cards built around him.. Also Geir Reach Bandits is going to also be awesome in a Modern Format Werewolf deck. Also like I said maybe Bandit, Ulrich, will be good before they cycle out, if they get help in the next set.

Also depends on your situation, as to whether it's pointless to make a Werewolf deck. If you just want to play casual, kitchen table, or weak fielded FNM's, then that's great, make a standard format Werewolf deck. But if you even want to make, play a standard format Werewolf deck at a STRONG FNM TOURNAMENT, then maybe, maybe not , unless you like to lose a lot, lose at least 53 to 63% of your games, finish 9th to 17th place, at best, if a good player, to 13th to 23rd place if not a good player, outside the prize pool, outside even the cheap freebie prize promo card given to 13th to 19th place finishers, out of 39 to 59 players.

Also another reason I mentioned this, is that some base their decision on the thought that FNM's, Friday Night Magic semi tournaments are weak. Heck even another commenter on your deck page, said FNM is weak, and that because of that it's ok to play this deck at FNM, but not at tournaments, city, convention, states, ptq, Grand Prix tournaments.

That can be true, you could enter a very weak FNM and do well. But you could just as easily enter a stronger FNM and do bad. Like I said FNM Friday Night Magic semi tournaments, at local game stores, can be weak, can be very strong filled with hard core, competitive, strong, good players, but not good enough to play in other tournaments, unless they choose not to, like beating weaker competition, consistently finish 1st, win a LOT of free booster packs, can't travel to better tournaments, no better tournaments around, don't have the money, card collection, actual playing skill (best deck builder, but bad, non skilled player), etc.

So casual, kitchen table, weaker FNM'S, with this deck, great, stronger FNM's, tournaments, city, state, otq, Grand prix, not great.

Also question for you, since I am not always good at card nicknames, What card is Coco? I doubt that there is a card named Coco, and whether there is or not, I doubt that it would make a standard Werewolf deck tier 1

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Posted 27 July 2016 at 12:24

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Collected Company. 3G instant, look at top 6 cards of your library, put (up to) 2 creatures with cmc 3 or less onto the battlefield.

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Posted 27 July 2016 at 21:27

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Hmmm, that is awesome. It does make almost any lower cmc, creature deck, whether standard, Modern, EDH, Commander, whether werewolves, other creatures, almost all, better. I don't think it makes standard werewolves, tier 1, tier 1.5, maybe tier 2, to tier 2.5. The only problem I see with this is most werewolves, are 3, 4,5 cmc, and most of the worse werewolves are 1,2,3 cmc. But that's in standard. Because of that, either going to get out a bunch of bad, lower cmc werewolves. Even if use it to get out Bandit, getting more then 1 out, would be redundant, as only need 1 out. And since Coco is 4 cmc, it's likely not going to come out until turns 3,4 at fastest, and Bandit can come out by turn 2, with Birds, turn 3,4 without Birds, which is before, same time as Coco. And if playing a deck with a LOT of 3 cmc's, they will probably come out, before, same time as Coco, so altho Coco will help, it won't help as good as it could in Standard Werewolves. Where Coco probably likely shines, is in locating 3 cmc Combo piece creatures.

Now in Modern Coco could get out on turn 2 at best, turn 3,4 and could get out werewolves, wolves like Bandit, outlaw, Ranger, Immerwolf, and can also be copied, to get 4, 3 Cmc werewolves, wolves out.

Hmmm, 3 slots to run either Coco, or Chord. Chord will only get me 2 creatures, if copied, vs Coco's 4, but Chord of Calling can get me Any Cmc creatures out, and not just 3 Cmc like Coco, but Chord also makes me tap creatures down, because of Convoke mechanic, where with Coco, I don't have to pay for Coco, by tapping creatures.

Hmm let's see, I have about 8, 2,3 cmc creatures, and about 8, 4,5 cmc creatures, and 2, 6 cmc's, and 4, 1 cmc's. Hmm wish I had 4 slots, so that could go 2 Coco, 2 chords, so if have to run 3 of 1 or the other, I guess I will run Chord, so that can fetch Huntmaster, Instigator Gang, Restoration Angel, Zealous Conscripts, Wolfir Silverheart, Ulrich, etc, out of 2 decks of mine, 1 a Modern GRW, extremely small splash blue, Naya deck, and the other GR extremely small splash blue Modern werewolves.

Well thanks for telling me what Coco is, does.

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Posted 27 July 2016 at 22:25

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After looking the card up, think I will go for Chord over Coco, because Coco could make me discard a lot of good cards to the bottom of library, where won't draw, get them out.

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Posted 27 July 2016 at 22:34

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If you have played with Collected Company before you really don't care if you hit spells and lands as long as you hit two decent creatures.

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Posted 28 July 2016 at 22:33

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But if you get a bad draw and don't hit even 1 creature, let alone 2, or the 2 creatures hit are 4 cmc, not 3 cmc or the 6 cards goes to bottom of your library and you likely don't get to play those cards, because you won't draw them, and if they are cards you might need, that's worse. Basically Coco, is rolling the dice, gambling to put 3 cmc creatures into play faster, and if that happens you win the dice roll, gamble, if it doesnt, you lose the gamble, diceroll.

Certainly you can stack the odds in your favor, but it's still a diceroll, gamble. Chord is more consistent, automatic. It's not a gamble. I prefer the sure thing in Chord, over the gamble that is Coco.

Also that O ring, or Go for the throat, or Supreme Verdict, etc that you lost to Coco, in order to get 2 3 cmc creatures out, could save your ass if you had it, could lose you the game, because you lost it to Coco.

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Posted 28 July 2016 at 23:17

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I do agree that your deck does not have enough creatures to be playing coco, because your other spells are relevant.

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Posted 28 July 2016 at 23:27

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DracoStorm has deleted this comment.

Posted 28 July 2016 at 23:28

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