Werwolf squad

by Mark-023 on 12 October 2011

Main Deck (60 cards)

Sideboard (5 cards)

Creatures (2)

Instants (3)

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Deck Description

Now werwolves and wolves come to scene, in an trampling package, along with pump spells and Immerwolf to make Werewolfs untransformable and reap their benefits

Deck Tags

  • Tribal

Deck at a Glance

Social Stats

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This deck has been viewed 1,655 times.

Mana Curve

Mana Symbol Occurrence

0001626

Card Legality

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

Deck discussion for Werwolf squad

I would pull 1 Asceticism for 1 more Full Moon's Rise, replace Brimstone Volley with Blasphemus Act, replace 3 naturalize with 1 Moonmist and 2 Reclaim.

Reasoning: Asceticism is just a spendy card, 2 is enough...besides you will be regenerating with FMR anyways. Blasphemus Act kills everything for almost nothing, you regen all your werewolves = win. And lastly, Moonmist is just awesome and the reclaims will get you extra uses from Full Moon's Rise, Moonmist, and Blasphemus act.

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Posted 12 October 2011 at 03:03

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Thanks for the advice. Actually, i want to conserve full moon's rise as posible, for trample, but is true that ascetism is a expensive card to play. Brimstone is there to possibly kill things from 3-5 toughness, or whack almost half of the opponent health. Naturalize is because scars is still T2, and there's some equipment in innistrad to be destroyed ASAP, such as trepanation blade.

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Posted 12 October 2011 at 14:01

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