Where The Woofs?

by DaLairBear on 30 July 2016

Main Deck (60 cards)

Sideboard (6 cards)

Instants (2)

Submit a list of cards below to bulk import them all into your sideboard. Post one card per line using a format like "4x Birds of Paradise" or "1 Blaze", you can even enter just the card name by itself like "Wrath of God" for single cards.


Deck Description

This is a deck I built for my wife to help better understand mechanics. Plus she just wanted a werewolf/wolf deck.

How to Play

The main combo in this deck is Zada + Silverfur + and instand/sorcery. Allowing to build up a mass of wolf tokens from their werewolf counterparts and other wolf tokens. Then being able to buff them up and over whelm the enemies.

Most other werewolfs are support as well as planeswalkers. Just to help defend and play more werewolfs while the combo builds.

We mostly play in a group so normally it takes a couple turns allowing massing of tokens to take out at least one player at a time. Would love this to work in both a group and 1v1 setting as I will be playing it also.

Deck Tags

  • Werewolf
  • Modern
  • Wolf
  • Wolves

Deck at a Glance

Social Stats

4
Likes

This deck has been viewed 1,065 times.

Mana Curve

Mana Symbol Occurrence

0002427

Card Legality

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

Deck discussion for Where The Woofs?

A deck- and how to play description would be good: How fast fast/ slow do you want this deck to be, budget, strategies, and so on. Most werewolf (modern legal, standard might be a different thing) decks I have seen so far try to finish it's opponent rather fast and thus have some different cardchoices. So your thoughts on this would be interesting.

Greetings
Muktol

1
Posted 22 August 2016 at 06:46

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Sorry just didn't get saved in there apparently. Budget is unlimited, was trying to keep it close to newer sets so it could easily be turned into standard if i wanted it to. I don't play much standard so don't know how to approach. I kinda just built this on a whim on hope it works.

1
Posted 24 August 2016 at 23:32

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The suggestions I'm going to make would lead this deck further away from 'nearly' standard legal but you can at last look ;) . The main thought behind those cards was survivability until you get your "Silverfur Partisan"/ "Zada, Hedron Grinder" out. ccX = Converted Manacosts X
Young Wolf ...cc1, 1/1 undying. A creature no opponent want to block or shoot away because it get's only stronger.
Wolfir Avenger ...cc3, 3/3, flash (can be played as instant), regenerate for {1}{G}. The regenerate ability should keep this one alive and it can be used as surprising-blocker due to it's flash ability.
Witchstalker ...cc3, 3/3, hexproof. Has the ability to grow stronger when playing against blue or black decks.
Ulvenwald Captive ...cc2, 1/2, tap to add {G} to your mana-pool. Helps to ramp a little bit
Scorned Villager ...cc2, 1/1, tap to add {G} to your mana-pool. Like Ulvenwald Captive but when transformed you get {G}{G} out of her ability.
Timberpack Wolf ...cc2, 1/1, Gets +1/+1 for each other creature you control named Timberpack Wolf. Can only grow stronger with time.
Scourge Wolf ...cc2, 2/2, first strike. Firs strike is a rare gift among wolfes and shouldn't be underestimated.
Pyreheart Wolf ...cc3, 1/1, Undying, When Pyreheart Wolf attacks, each creature you control can't be blocked this turn except by two or more creatures. A finisher that allows your token army to safely attack.
Kruin Outlaw ...cc3, 2/2, firs strike, 3/3 and double strike when transformed. Simple and brutal.
Collected Company ...cc4, sorcery, Look at the top six cards of your library. Put up to two creature cards with converted mana cost 3 or less from among them onto the battlefield. Can put most of your creatures on the battlefield. The Only one it doesn't hit would be Zada, Hedron Grinder.
Vines of Vastwood ...cc1, target creature gets hexproof, kicker {G}: target creature also gets +4/+4. A good spell to protect not only your creatures but also hinder your opponent from playing spells on his own (You can target any creature with this spell not only your own)
Ranger's Guile ...cc1, target creature you control gets +1/+0 and hexproof. Vines of Vastwood little brother but not less interesting.
Assault Strobe ...cc1, sorcery, target creature gains double strike until end of turn
Temur Battle Rage ...cc2, instant, target creature gains double strike until end of turn. When you control a creature with power 4+ the target also gets trample.

2
Posted 26 August 2016 at 08:26

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I really like the Idea of Pyreheart Wolf and Vines of the Vastwood alot. Think I might 2 Immerwolf and 2 Gier Reach Bandits for 2 of each and see how that plays.

1
Posted 27 August 2016 at 17:49

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