WHO LET THE WOLVES OUT!

by batman69 on 04 April 2011

Main Deck (60 cards)

Sideboard (6 cards)

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

Ally wolf deck!

BEAT IT!

keeping the battlements in over cobra, for the defense

i want to splash in black for conspiracy and turntimber combo :) but i think im just going to making a whole new deck for that

Deck Tags

  • Fun

Deck at a Glance

Social Stats

16
Likes

This deck has been viewed 4,813 times.

Mana Curve

Mana Symbol Occurrence

0160038

Card Legality

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

Deck discussion for WHO LET THE WOLVES OUT!

throw in a sword of body and mind, gives you a 2/2 Wolf token and mills the top 10 cards, plus protection from green, and blue !

0
Posted 04 April 2011 at 15:58

Permalink

i was thinkn that too!, could u also see if u can help me with mana problem, seems to lack gettin the mana out fast.

0
Posted 04 April 2011 at 16:11

Permalink

Misty rainforests would help fix your mana better. If you have one in your opening hand they will cut down your need to mulligan.
If you are worried about the initial speed of the deck (You should be. Alot of good expensive spells. You just need to get there quick enough.) then you are gonna need another Birds of Paradise in there at least.

0
Posted 04 April 2011 at 17:19

Permalink

I think Growth Spasm is probably one of the best ramp spells at the minute. Even more so than Harrow.
I'll explain: Growth Spasm gives you a tapped land and a creature that can chump block against quick aggresive decks or sac for colourless mana.
With Harrow, the lands come in untapped but if it's countered and any decent control player will counter it, you go down a land instead of gaining two.

Might be worth looking in to if you really want to excelerate your mana.

0
Posted 04 April 2011 at 17:35

Permalink

So should I drop the cultivates and add 2 harrows and 2 growthspasms?

0
Posted 04 April 2011 at 17:41

Permalink

Actually on second thoughts a better idea would be to run 4 quest for renewals instead of the beastmaster ascension. And then run 4 overgrown battlements in place of the jwari shape shifters (I know you have an ally sub-theme). They will tap for mana each turn and then untap thanks to the quest and be able to block again when it is your opponents turn.

Unless you have access to Lotus cobra's the battlement / Harabaz Druid / Birds of Paradise is your best acceleration that is still a creature and helping your quest along.

0
Posted 04 April 2011 at 18:02

Permalink

I do have access to them, and i think thats a good idea!! thanx for the advice

0
Posted 04 April 2011 at 18:05

Permalink

P.S. Drop the Harrow - play four Growth Spasm. The tokens will give you colourless mana and speed you quest along when tapped.

0
Posted 04 April 2011 at 18:06

Permalink

i took out the horrow and added 4 spasms. the shapeshifters out for 2 extra renewels. should i take out allys in general, i feel like 12 allys wouldnt b enough, unless theres a cards besides RoR that could make more

0
Posted 04 April 2011 at 18:09

Permalink

12 Allies is probably your bare minimum to be honest. Even though the druid is awesome (I run it in my ally deck - check it out if you like.) If you ran cards like explore, that could help you find them though.
Plus Growth Spasm and the fetch lands will thin the deck a bit too, also helping.

I love the idea of accelerating alot of mana - pumping out alot of wolves and just turning them sideways though (The added bonus being the quest will turn them back) That is why I suggested the battlements as they tap for mana helping the quest.

The other bet would be to run four Jwari drop to two Turntimbers and drop the packmaster to the sideboard or something like that. That would give you 14 allies, 16 mana ramp creatures (If Jwari copies the druid) and 4 spasms and Garruk also helping the ramp to big finishers like wolf briar and master of the wild hunt or just an overrun.

0
Posted 04 April 2011 at 18:25

Permalink

I dont see the land problem. running 22 lands plus you have Garruk. The only problem I really see is the number of high level spells.

0
Posted 04 April 2011 at 16:28

Permalink

yeah thats true also..any suggestions for replacements?

0
Posted 04 April 2011 at 16:31

Permalink

Beast master ascension can be awesome, but it seems a bit slow in this deck. How do you find it?
The only time I ever seen it work quickly enough was in a deck full of eldrazi spawn.

0
Posted 04 April 2011 at 17:21

Permalink

interesting..okay ill take out beast for eldrazi spawn, thanx for the advice!

0
Posted 04 April 2011 at 17:24

Permalink

correction lol i meant to say ill take out beast, but what should i replace for it?

0
Posted 04 April 2011 at 17:27

Permalink

In all honesty I think you have too many big finishers.
I mean do all your creatures need deathtouch if you have an army of them (probably with +3/+3 and trample as well)?
The problem running green is that it generally doesn't have good interactions with your opponents. It's more about doing it's own thing and quickly. That's why I would suggest Autumn's Veil - at least in the side board.
I think that wolf briar elemental is a better bet than holf of the night pack. because with a few battlements and druids out you could be tapping for 10-12 mana with only say 4 forests in play.

0
Posted 04 April 2011 at 18:11

Permalink

so your saying drop the pack's add 2 wolf briah's...how come few people help me out soo well like you :) lol im glad you are helping cause obvisously this needed help!

0
Posted 04 April 2011 at 18:16

Permalink

The problem with most people on here is that they are looking for the best tournament decks not the most fun decks. They don't realise that passing on what they know, no matter how little it is, will help the other people learn and so they in turn can pass on what they have learned to others.

Your deck can be awesome in casual because given the right draw you could just blow out your opponent but as I said before it doesn't interact with your opponent's deck at all and lacks a bit of consistancy but that is common in must prodominantly green decks to be honest.

What if your opponent was to counter your spells, or make you discard cards etc.
But I suppose you can always use the sideboard for that.

0
Posted 04 April 2011 at 18:35

Permalink

gjhorton has deleted this comment.

Posted 04 April 2011 at 18:44

Permalink

since im making so many crewature tokens, should i add that elf guy who adds a forest to my mana pool for ever creature i have out on the field?

0
Posted 04 April 2011 at 18:17

Permalink

I don't think you will need it. Plus he is pretty useless after your opponent has swept the board. you would rather cast a Cobra, Overgrown Battlementor a Harabaz Druid then

0
Posted 04 April 2011 at 18:28

Permalink

check on my page there is a lotzo creatures deck.
will give u some ideas

0
Posted 04 April 2011 at 18:32

Permalink

thanx castro, i will check them out!

0
Posted 04 April 2011 at 18:41

Permalink

THANX ALL FOR THE COMMENTS AND HELP, THIS DECK IS TURNING OUT PRETTY GOOD, KEEP COMMENTING I WANT IT TO BE 100% COMPLETE!

0
Posted 04 April 2011 at 18:46

Permalink

I like the look of the deck now.
You should try a few practice games first using either a full set of Cobra's or a full set of Battlements.
See which you find works the best in your setup. The Cobra is awesome if you are using growth Spasm, Fetch lands and Explore but is also weak against burn spells or contagion clasps which is where the Overgrown Battlement is better with its 4 toughness.
But there is no substitute for testing it yourself so you can see it in action. (Even if you have to proxy some of the cards in the meantime)
Good luck and have fun testing now.

0
Posted 04 April 2011 at 19:02

Permalink

For now the battlememts for defense and easier to get ahold of money wise :) later on ill see if the cobras could hold there ground

0
Posted 04 April 2011 at 19:25

Permalink

I am not that knowlagable on the new cards. Secure Tribe Elders, or however you spell it is a good mana excel, blocker that can sac for land. Also Nature's Lore is an excelent mana excel the draw back is that a ) out dated, and B ) gets a forest.
Another option is um, crop rotation but thats more mana fixing than mana accel. Which I bring up due to you are only running four islands.

0
Posted 04 April 2011 at 19:00

Permalink

He has fetch lands in there to search for either basic land. Plus his mana ramping creatures add any colour of mana to his mana pool and they are all green to cast. So mana fixing shouldn't be much of a problem now.

0
Posted 04 April 2011 at 19:05

Permalink

Gjhorton is right but I will look up the cards, thanx for the help:) im havin trouble with the decision with growth spasm, explore and harrow, idk how to fit them in, and I think for now im gonna stick with the overgrown battlements, jus cause a little defense could help n this deck. But if u could help me out that would b much appreciated

0
Posted 04 April 2011 at 19:20

Permalink

Well instant speed is something to consider, I suppose. But that -to me anyways- is a personal choice.

0
Posted 04 April 2011 at 19:25

Permalink

If you can't find room for the Explore or Harrow then I think you did right using the Battlement.
It does only tap for green mana but there are only 6 blue spells anyway. Plus I think that since it helps your quest you made the right call.

Let us know how the tests go. If you find it's inconsistent and need some card draw in order to find you finishers (You might be forced to drop to mono green and use Explore etc or possibly change for more blue card drawing spells)

0
Posted 04 April 2011 at 19:30

Permalink

im doing the "draw hand" and im seeing a good consistent mana excel. and i like that how its pro green, where i could get enough mana for the blue spells come, making it easier to use RoR in the late game

0
Posted 04 April 2011 at 19:33

Permalink

from my limited experience the sample hand button is a horrible shufflier.

0
Posted 04 April 2011 at 19:41

Permalink

i feel your pain bro, it is but i feel like since i dont have most of these cards right now, its all i have. and it gives me an idea of what hands i could have, good or bad. and around 75 80% of the time i saw decent to relatively goods hands

0
Posted 04 April 2011 at 19:43

Permalink

Proxy cards is another option to test it

0
Posted 04 April 2011 at 19:45

Permalink

thats what i was planning on doing :3
the best way to buy decks at low prices lol

0
Posted 04 April 2011 at 19:49

Permalink

Deck link: http://www.mtgvault.com/ViewDeck.aspx?DeckID=169180

CHECK OUT MY CONSPIRACY ALLY DECK!

0
Posted 04 April 2011 at 20:11

Permalink

i think its in pretty good shaoe, thanx to help with this deck, i put it together similar to this one. might need some help with the land

0
Posted 04 April 2011 at 20:13

Permalink

ridiculous

0
Posted 04 April 2011 at 21:13

Permalink

as in good or bad?

0
Posted 04 April 2011 at 21:15

Permalink

Lol funny i just took 3rd in standard at my card shop (we get like 30 people) with blue green allies. I use an infinite mana fireball on turn 4 in my deck. How you ask well I will answer if asked. Plz check out my l8est casual deck. http://www.mtgvault.com/ViewDeck.aspx?DeckID=168960

0
Posted 04 April 2011 at 21:42

Permalink

So my take on your deck is linked:
http://www.mtgvault.com/ViewDeck.aspx?DeckID=169215


Changes amount to:
Dropped blue completely.
Removed wolfbriar elemental
Added Green sun's zenith x4
Added mimic vat x4
Added Gaea's anthemx3
Added Garruk's packleader x 3


Explanation: Garruk's packleader in tandem with Gaea's anthem will allow you to draw a card everytime you have a wolf come into play.

Mimic vat, allows you to bring back any single ally turn after turn to pump your allies up, and if you have a turntimber out, put another wolf into play.

Greensun's zenith makes sure you get the creatures you need out, out right away.

0
Posted 04 April 2011 at 22:11

Permalink

I love your idea of mono green jus cause itll make it easies land wise, ill test it ou

0
Posted 04 April 2011 at 23:37

Permalink

This looks like a legit top deck. You can understand why I'm still cautious...you don't exactly have the best reputation here. But, if this is a step in the right direction, well then nice job and cool deck.

0
Posted 04 April 2011 at 22:30

Permalink

Yes I kno I dnt have the best rep, and this is tryin to get help with a deck, and people finally helped me out!, so I thank you, ill b more like this

0
Posted 04 April 2011 at 23:39

Permalink

Glad to hear it dude.

0
Posted 04 April 2011 at 23:49

Permalink

check out my conspiracy deck, i took out blue and added white instead, but only a splash, i need help cause idk how to bring it in smoothly

0
Posted 05 April 2011 at 00:05

Permalink

Different people have different play styles. Like me for instance I do not like growth spasm outside of an eldazi/eldazi spawn deck, and would perfore Harrows. Being new I am curious how do I get a good reputation?

0
Posted 04 April 2011 at 23:03

Permalink

Growth spasm allow for the land and the chump blocker who I csn use for also another mana

0
Posted 04 April 2011 at 23:41

Permalink

Looks very fun! :)

can you take a looksy at my new deck i made? Thought it would be cool, but idk what could make it better/more playable (the point is to boost the precursors (im new to mtgvault also))

http://www.mtgvault.com/ViewDeck.aspx?DeckID=169280

0
Posted 05 April 2011 at 02:59

Permalink

Not sure what format this deck is for, but it looks like you are missing the best combo.

Play Artificial Evolution and alter the text on Turntimber Ranger to change from "wolf" to "ally". The next time an ally enters the battlefield, Turntimber Ranger will produce a 2/2 ally token, which will trigger Turntimber Ranger again and again and again.

With this combo, you could have infinite tokens.

0
Posted 05 April 2011 at 10:14

Permalink

Seagate loremaster man, it is ridiculous. Just take out some survivalists, and the master of lore would be completely affordable with the druid. I gotta say, I have an ally deck, and segate loremaster is a finsher (especially with harabaz druid and the emblem from venser) never underestimat the usefullness of card advantage. Also, run four of preordain

0
Posted 05 April 2011 at 21:27

Permalink

Slightyless if you could tell me what to take out, I would gladly love to put them in, even venser possibly!!

0
Posted 05 April 2011 at 21:33

Permalink

-2 growthspasm
-2 survivalists
-2 quest for renewal
+2 loremaster
+4 preordain
and that is what should be done

0
Posted 05 April 2011 at 22:01

Permalink

Hey. Hey. Know what I just saw?

http://walkingplanes.wordpress.com/2011/04/04/nph-cards-english-edition/

go. see. About two weeks ago Me and my friend, which some of you may know as "rudeboy" were discussing what the new sword would be called. I said "War and Peace, it makes sense." and guess who was right?

0
Posted 05 April 2011 at 21:59

Permalink

nice, i know a club that would love this website, thanx for the URL. AND I EDITED THE DECK, LET ME KNO WATCHA THINK! oops caps! lol, anyways i was thinkin, besides the mana dorks, are there any other ways or early game mana you think i could put in?

0
Posted 05 April 2011 at 23:31

Permalink

Maybe through in Wren's Run Packmaster. Give them wolves Deathtouch! Maybe even a Wolfskull Shaman.

0
Posted 06 April 2011 at 00:25

Permalink

i tried before but once i make all the wolfys, i wont need deathtouch, all i have to do is attack once and ill win!, THE INFINITE COMBO with turntimber and art. evo.

0
Posted 06 April 2011 at 00:50

Permalink

add in some howl of the might pack's i'm suggesting 2x. remove the seagate loremasters

0
Posted 06 April 2011 at 01:57

Permalink

i had the howls in before, but the with the combo with turntimber and art evo. i dont need the howls, cause ill go infinite, and the lore masters let me get the cards i need, same with preordain

0
Posted 06 April 2011 at 01:58

Permalink

I think you are good for mana, my ally deck only has 20 lands and it runs just fine with like that. You have too many, however, as any deck should only ever have 60 cards. Take out the quest for renewals, they are not necessary.

0
Posted 06 April 2011 at 02:20

Permalink

they untap my allies, so i either have blockers or my mana dorks will be good to go!

0
Posted 06 April 2011 at 02:22

Permalink

Hey I was looking through this deck and its comments it seems pretty great I mean I personally like cultivate. it gives you pretty much 2 mana if you dont have enough in your hand. I mean I play a eldrazi deck that has 2 or 3 win conditions but I'm not that familar with ally. I was looking through it and it lokos pretty good just perfer cultivate over harrow and i perfer spasm over cultivate.

0
Posted 06 April 2011 at 21:41

Permalink

why blue when it can be all green personally i think it would work better then

0
Posted 08 April 2011 at 04:29

Permalink

blue helps me get out my cards i want

0
Posted 08 April 2011 at 18:16

Permalink

I think this deck needs to be cut down by two cards. 62 seems too much. Also, any problems with mana that you have and can't be immediately remedied can be solved by preordain, it lets you scry, and draw, mana producing lands (and maybe a druid)

0
Posted 08 April 2011 at 23:02

Permalink

Also, if you want to be a nice guy, take a look-see at my allies.

http://www.mtgvault.com/ViewDeck.aspx?DeckID=165309

0
Posted 08 April 2011 at 23:04

Permalink