R/G Aggro Werewolves

by HydreigonMuppetMaster on 15 November 2012

Main Deck (60 cards)

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Deck Description

Here it is. During the time I was testing R/G/W aggro, which wasn't bad actually, I looked at a certain player's werewolf deck. First thing I noticed was It didn't have any Huntmaster of the Fells in the deck. I felt like the deck didn't need it, and I also felt like this deck only used Huntmaster as a really good staple. I mean it works fine without 4 it's just really good with any number of that. So I looked at the deck and it seemed pretty good without it. Without the semi-necessary Cavern of Souls in the deck, it was only like $10 - $20, so I thought "Hey, I'm trying to work on R/G aggro, so why not try to make this deck?" So I got some cards from alterrealitygames and proxied everything I didn't have physically until probably next week. So this is probably going to work better than normal R/G (the previous deck I was working on) and the fact that it was standard, and probably more easier to get. I may not have any Huntmasters in the deck, but I'll get at least 1 soon, and all the other wolves will keep me company. As well as my now-forever-shining Thundermaw Hellkite (which is now $17)

Here will be a description of why I added some cards you might question through this deck profile:

x1 THUNDERMAW HELLKITE - It's Thundermaw......I know he doesn't fit the theme in werewolves, but more certainly he is a R/G aggro card, and certainly worth it to play, that is, if you're willing to pay like $20 for 1, but since I have this one, why not put it in? It's flying, it's haste, it's a mother-f**ker!

x1 WOLFIR SILVERHEART - What? Only one? Well I only have 1, but it's good enough. I really odn't need like 3 or 4, it's just another good card that's aggro and surprise, surprise: It gives +4/+4 to himself and another creature, besides mana, no drawback!

x1 FULL MOON'S RISE - OK, I can only get 1 from alter, ok? I'll deal with one for now, but the number you're supposed to add is really anything higher than 1. It's a great card in werewolves, so why not add it, it can save your wolves just in case your opponent tries to pull of a Mutilate or something like that.

x3 IMMERWOLF - Fabulous. Probably the one reason why you SHOULDN'T ADD Huntmasters, because this card does not combo with it, but it's already good enough when you have 4 (I know I have 3, i'll get the 4th one soon, or at least plan to get the fourth one). Not only is it going to help your wolve's power, but keep them wolves as well. Now for a deck when spells are being casted non-stop, they're not going to switch back, so this is a great card and you should have like 4 in this deck!

x3 SCORNED VILLAGER - Now most people don't actually add this, but why do I add it? It's mana playing! How could other people miss that? You need some fast mana in aggro, why not something that's both transforming and mana playing, and you can attack with a 2/2 Vigilance (Hench, Vigilance) and then tap for mana. Pretty damn good for me at this case.

x4 RANCOR - not 1, not 3, but 4! It's one of the ultimate equipment in MTG, because it's probably the only good one that can (get this stuck in your head) put itself back to the hand. It will just give your creatures more power and a new ability, so yeah, rancor + aggro werewlves = mass destruction and rape! Not only that, but since Rancor will keep on going back to your hand giving you more hand advantage.

x2 FOG - OK, fog in an aggro deck, seems legit. Well you need more protection since you have no defense in aggro decks, so why not? I already have 4 Moonmist (which BTW, is an amazing card in Werewolves) which protect my life, so yeah. Defense when you have nothing to block with.

x2 YOUNG WOLF - Well, it IS a wolf, and it costs 1, and it has undying, and it get power from Immerwolf, so yeah. Just a little self-explanatory.

x3 WOLFIR AVENGER - Sometihng that regenerates without Full Moon's Rise, and a fair 3/3 for 3 mana. You're going to get some mana anyway, and it will be a good card in R/G aggro because it can save itself.

End of List


Now here's a list of previous changes I did to my deck:

8:56 p.m. November 15th, 2012: x1 Wolfir Avenger taken out for x1 Innerwolf - I needed a fourth Immerwolf, so I needed to do this change in order to do so.


Well thanks for viewing! Please any advice is acceptable and esspecailly any nice thing about this deck is acceptable as well (lol). Oh, and you also might have noticed I didn't add any Instigator gang's in this deck, mostly because I forgot to purchase that from alter, so I might get some soon for this deck.

Deck Tags

  • Aggro

Deck at a Glance

Social Stats

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This deck has been viewed 1,177 times.

Mana Curve

Mana Symbol Occurrence

0001834

Card Legality

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

Deck discussion for R/G Aggro Werewolves

I love werewolves, and while I recognize that they are not tier 1 tournament-style, they are so diverse that they work well as aggro or midrange against almost any deck. Check out my werewolf deck for a reference: http://www.mtgvault.com/ViewDeck.aspx?DeckID=402896
I will say that Rancor is not very necessary with this deck, 4 Full Moon's Rise are way more effective with the tribal nature. If you aren't running Huntmaster, you really need Instigator Gang, as he is the hammer you need to go over the top.
Finally, there are two ways to go with your wolves: 1) Use burn spells to clear the way for them (especially instant speed so you can cast on their turn after a flip), or 2) Use pump spells and trample your wolf army through.

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Posted 15 November 2012 at 23:56

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OK, so I'm going to need a 4th Immerwolf (hooray! I actually just 30 minutes ago got a forth one) and yes, more full moon's rise (I do want to let you know that I could only get 1 form the company I'm trying to buy them for) (maybe i need both 4 full moon's and 4 rancors) and yes, I am going to need Instigator gangs (I forgot to buy that, but maybe they have some at altereality's local store) and maybe 1 or 2 Huntmasters (obviously, but I said maybe because Huntmasters are expensive like shit). So all that's good and the Thundermaw is good in here right?

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Posted 16 November 2012 at 02:39

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I think Thundermaw is awesome, I wish I had some, they would be the perfect Air Force for the sideboard, but I wouldn't use them main deck (don't underestimate the element of surprise!). To be honest with you, I am still not convinced that Huntmaster is necessary for this deck. I have had great success recently replacing him with Ulvenwald Mystics to give me another regenerator, and a bigger natural body. If you are going the Rancor route, this could be a great play for you.
I have toyed around with a big green version of this deck, using red only for Immerwolf and Bonfire, and it hits hard and fast, but it is not as much fun to play as the wolf clan approach.

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Posted 16 November 2012 at 17:12

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Huntmaster? Not Necessary? In wolves? Well then again, 4 Immerwolfs and some aggro or burn could be better (like i said previously, Huntmaster is expensive like shit, so glad I don't "need" it for the deck. So i'll think about Thundermaw (Hell yeah, put it in, but i'll think about that thing you said about it). I'm not sure if going MORE green is the answer, since it seems all the red werewolves are good. Ex. Reckless Waif: A red Delver, and Kruin Outlaw: 3/3 Double Strike when transformed. What my problem seems to be (when playing alone assuming what my opponent will do) is I don't get my werewolves transformed and that's when they rape the game or finish it for me, so obviously I do need the 4 Moonmists. Also what do you think about 1 Wolfir Silverheart in here and not 2,3, or 4?

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Posted 16 November 2012 at 21:52

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i would have more wolfir silverhearts probably 3 because you will have a better chance of getting and the same for full moon's rise

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Posted 30 November 2012 at 04:58

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