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Modern werewolves
This deck has been viewed 926 times.
Some changes I would do, if it would be my deck:-2 Gatstaf Shepherd ... when Full Moon's Rise hits the board or Breakneck Rider (see below) hits the board all your creatures have trample, so a single creature with intimidate won't make the big difference. -1 Geier Reach Bandit ...you don't need him more than once on the battlefield and you don't need him on your starting hand so 3 would be the perfect number. -2 Huntmaster of the Fells ...he has an anti-synergy with Immerwolf. Huntsmaster is best used in decks where he can transform back and forth all the time which is exactly what we don't want in a werewolf deck. -2 Wolfbitten Captive ...Reckless Waif and Village Messenger are strong cc1 spells and you generally don't want to pay (and often enough won't have enough) mana to activate his ability continuously. - 1-2 Moonmist ...1-3 Moonmist should be enough. It can be a nice bonus prevent combat damage from non-werewolf creatures but to get your humans transformed it's often simpler to keep your feet still an don't play a spell on your turn. +1 Kruin Outlaw ...if there is a more aggressive werewolf I don't know it. Especially with the pump from Mayor of Avabruck, Immerwolf and Full Moon's Rise+2 Mayor of Avabruck ...you always want at least one of those on the battlefield and your opponent will almost always target it with is removal. So 4 copies are set to get some more on your hand. Some further suggestions:"Breakneck Rider" is a cc3 creature that, when transformed, provides your attacking creatures with +1/+0 and trample. 3-4 can be played. If you want to add some cc4 spells try "Instigator Gang" (budget) or "Collected Company". The Gang gives a +1/+0 (+3/+0 when transformed) bonus to all your attacking creatures. Collected Company allows you to look at the top 6 cards any put 2 cc3 creatures on the battlefield!Another interesting card would be "Vines of Vast" or "Ranger's Guile" to get some protection from your opponents removal spells. GreetingsMuktol
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