TheVanished

194 Decks, 233 Comments, 41 Reputation

This deck actually started as my draft deck for the SOI pre-release! Ember-eye is nice, I personally prefer quilled because he pumps def as well as offense, which can help to get rid of some of the big threats that are out there without losing a creature.

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Posted 27 May 2016 at 20:31 in reply to #582971 on Gruul(ing) Werewolves

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Thanks for your comments!
I like lambholdt pacifist, but I don't know what else to get rid of currently. My problems with removing the cards you did (although I did remove one cult and put in another duskwatch) is that breakneck rider is your backup trample (as was rush of adrenaline, but I decided on a better buff spell with the conclusion that you're going to get at least one of your trample needs each game, we'll see how it works at FNM this week) Cult is also another win condition, as with even two werewolves transforming, you double your force in a turn - which can be enough to win - I recognize that you've added another silverfur for that reason, but I like cult a little more because it requires less effort on your part, you don't have to rely on having one of your two instants to trigger the ability. Ulrich's is a little more understandable, but in previous play testing, he has proved extremely valuable. He's useful for chump blocking, and not losing your creature, which can be a huge advantage at times. I do understand why it would be good to take him out, I just prefer him in. Solitary hunter is the biggest one in here, and when he transforms, he goes up +2/+2, which - when your playing a deck the way this is built to be played - is unbelievably good. So, either lambhold or ulrich's is a good choice for this deck, its just personal preference.
Addressing the mana curve, I personally haven't noticed a problem with the way it's set up. Especially after getting out one or two duskwatch, most of your spells become 1/2 drops, and it's super easy to flood the board (if at all needed.) Even otherwise, it's not hard to win with the mana you have, and two to three creatures - in fact, I've won plenty of games turn 4-6 with 2-4 creatures out dealing 25+ damage in a turn.

As for your concerns for the sideboard, What else should I put in?? And also, why none of the ones you suggested taking out? Root out is nice for removing any artifacts you need, but in the current metagame, I feel enchantments are what that is going to be used for. Structural distortion is along the same lines. I mean, a sideboard is supposed to be built to react to whatever your opponent is playing, and artifacts/enchantments can be pretty powerful, especially against a deck that relies on creatures. Aim high is just a defense against flying. I personally think this is the weakest card in the sideboard, but I wouldn't know what to replace it with (even after looking thru all of the r/g standards on the gatherer.). Also, why not Atarka's command? As I stated before, it works as a "negate" against both flying decks, and lifegain decks (which is the point of a sideboard). Or alternatively, if you need another land for something, you can cast it on your opponents turn, and as a bonus, buff your creatures for defending! It is also the only burn spell able to target your opponent. Need to finish him off after attacking? Prevent lifegain, and burn for three - game over.

Collected company is an amazing card - no denying it - I just feel it has no place in this deck, especially after play testing. Just about every time I have played this deck, I have had plenty of creatures to be able to win, with about the same amount of creatures in my hand. There's almost no need to go searching for more creatures. (Another factor is cost... CoCo is an expensive card, and currently, I am playing this deck w/o Kord, Cinder glade, and Atarka's Command.)

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Posted 27 May 2016 at 01:07 in reply to #582208 on Gruul(ing) Werewolves

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First of all, thanks for the input! I've modified the deck to fit in 3 or both arlinn kord and village messenger, but I haven't dropped all of the quilled wolf, for a couple reasons: It's a two drop, which in a quick deck, is really nice. And when all else fails, it has a REALLY big buff, even if it is a little expensive, I have used it to great advantage before. I'm not liking the collected company as much, because while ive been playtesting this deck, 3/4 creatures on the field is easily enough to win, and I have almost always had and additional 3/4 creatures in my hand, mostly because you can only play one spell per turn once your werewolves are transformed. The atarkas command, I do like, but I like the current buff spells a little more. I think ill replace the skinned invasion in the sideboard for it, as it does stop both lifegain and flying decks! Thanks for that one! Hermit of natterknolls is a nice card, I just have not had many encounters with decks that trigger his ability, so I haven't included him in, and don't think I will, I will probably just leave specific counter spells in the sideboard, but if you would like to include him, feel free to! Thanks for the help!

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Posted 17 May 2016 at 14:47 in reply to #582360 on Gruul(ing) Werewolves

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Yeah, I don't care, I put it out there for people to see and use, go for it!

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Posted 15 May 2016 at 00:18 in reply to #578088 on G/W Bolster

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Any suggestions?

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Posted 14 May 2016 at 05:48 as a comment on Gruul(ing) Werewolves

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Would love some help making this deck the best it can be, any suggestions?

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Posted 11 May 2016 at 00:40 as a comment on Standard Azorius Control

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I'm leaning a little more towards nagging thoughts, because nagging helps with delirium when you need it, but thanks for the input!

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Posted 16 April 2016 at 20:34 in reply to #580030 on U Standard Counter-Mill

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I like it... But what would I drop?

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Posted 16 April 2016 at 20:33 in reply to #579734 on U Standard Counter-Mill

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Any help is needed and appreciated!

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Posted 12 April 2016 at 02:58 as a comment on U Standard Counter-Mill

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Personally, I say throw in another Oblivion Ring, and another Hero's Downfall

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Posted 23 March 2016 at 03:14 as a comment on W&B - No Creatures

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Okay, okay, I'm convinced. I put in the Enduring Scalelord, dropped feat of resistance to the sideboard, and dropped Honor's Reward

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Posted 23 March 2016 at 02:34 in reply to #578090 on G/W Bolster

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Thanks for the input! I added Hardened Scales to the deck, but because of it's cost, only two, and added some Blossoming Sands, as well as a few other lands to help with mana fixing. I threw Inspiring Call into the sideboard simply because I couldn't decide what to replace, and figured you could throw it in if you feel you need to draw more cards. Scalelord, Managorger, and Sunscorch would be awesome, but due to their converted mana cost, as well as the fact that they don't help out other creatures, I feel they would work better in a separate deck, maybe one built off of +1/+1 counters whenever a spell is cast? and again, thanks for your help!

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Posted 20 March 2016 at 18:06 in reply to #578090 on G/W Bolster

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Any suggestions would be appreciated

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Posted 20 March 2016 at 04:47 as a comment on G/W Bolster

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