Be-werewolves

by 360addiction on 18 July 2010

Main Deck (60 cards)

Sideboard (0 cards)

No sideboard found.

The owner of this deck hasn't added a sideboard, they probably should...

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 deck is all about sheer power and manipulation. Wolves are produced from a total of 4 sources: Master of the Wild Hunt, Wolfbriar Elemental, Howl of the Night Pack, & Fable of Wolf and Owl. Cards like the Quest For Renewal & Murkfiend Liege are used to manipulate the tapping abilities of Master of the Wild Hunt & Enclave Cryptologist, so every person's turn they can be activated. The Forgotten Ancients are used to put counters onto the Wolves so that they can be tapped to deliver a devastating blow to whatever creature they're targeting. Oran-Rief works well when Master of the WIld Hunt triggers, because you can tap it to put the counter onto the wolf token that comes into play every turn; if you have both Oran-Riefs out with Garruk, you tap them to add 2 counters, untap them with Garruk, then tap them again to add 2 more counters making a 6/6 wolf for each MTWH every turn for free. Finally, the eel umbra works great in combination with the Fable of the Wolf and Owl because it can be flashed on a creature at any time, and creates a 1/1 flyer out of nowhere. This deck is highly effective in casual play, and utterly obliterates in multi-player when the forgotten ancient pops off.

Deck Tags

  • Horde

Deck at a Glance

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Mana Curve

Mana Symbol Occurrence

0260045

Card Legality

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

Deck discussion for Be-werewolves

Ok so, I like the idea where this is going. I havent really looked at the cards but I understand what your trying to do here. I read the description though and I liked it alot. Here's what you should know about blue and green. It can be abused like no other. I have a few suggestions that may take you in the right direction so... here we go ! :)

So, first of all this needs to be 60 cards... total. I'd say 20 lands and the rest creatures and spells and stuff. I would say focus on these cards for creatures: Birds of Paradise, elvish visionary, murkfiend leige, coiling oracle and wirewood symbiat (I prob spelled it wrong but its a 1/1, costs 1 green to play. it allows you to return an elf you control to your hand to untap a creature.)

Heres how these cards work together, birds for mana, elvish visionary for a draw engine, murjkiend leige to untap all your creatures at every end step, coiling oracle for another draw engine and wirewood symbiat to return elves to your control to your hand to untap a creature you control. Use wirewood to untap birds after you tap it for mana, then return elvish visionary or coiling oracle to your hand and replay it for more cards.

Now, have you heard of a card called opposition? Basically you can tap a creature you control to tap any land, aritcact or creature. Now imagine you have all these wolves and at the beginning of your opponents upkeep you tap all of their lands by tapping your wolves allowing them to play nothing! Its complete control. I wont lie, if you decide to persue this you might have to spend a few bucks, but honestly its not that much in comparison to how many games you'll win.

So my advice to this deck is prob remove the planeswalkers, and narrow this deck down to 60 cards. I feel like that will make your game stronger. I actually have a wolf deck myself, if you get the time go to my profile and check it out.

Good job with this deck though, keep up the good work and narrow down the stratagey your going for and kick some ass!

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Posted 13 October 2010 at 21:02

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