Werewolves

by Clint1990 on 17 May 2016

Main Deck (60 cards)

Sideboard (15 cards)

Sorceries (2)


Instants (4)


Enchantments (3)

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Deck Description

Modern werewolves

Deck Tags

  • Werewolf
  • Modern

Deck at a Glance

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Mana Curve

Mana Symbol Occurrence

0002623

Card Legality

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

Deck discussion for Werewolves

Some changes I would do, if it would be my deck:
-2 Gatstaf Shepherd ... when Full Moon's Rise hits the board or Breakneck Rider (see below) hits the board all your creatures have trample, so a single creature with intimidate won't make the big difference.
-1 Geier Reach Bandit ...you don't need him more than once on the battlefield and you don't need him on your starting hand so 3 would be the perfect number.
-2 Huntmaster of the Fells ...he has an anti-synergy with Immerwolf. Huntsmaster is best used in decks where he can transform back and forth all the time which is exactly what we don't want in a werewolf deck.
-2 Wolfbitten Captive ...Reckless Waif and Village Messenger are strong cc1 spells and you generally don't want to pay (and often enough won't have enough) mana to activate his ability continuously.
- 1-2 Moonmist ...1-3 Moonmist should be enough. It can be a nice bonus prevent combat damage from non-werewolf creatures but to get your humans transformed it's often simpler to keep your feet still an don't play a spell on your turn.
+1 Kruin Outlaw ...if there is a more aggressive werewolf I don't know it. Especially with the pump from Mayor of Avabruck, Immerwolf and Full Moon's Rise
+2 Mayor of Avabruck ...you always want at least one of those on the battlefield and your opponent will almost always target it with is removal. So 4 copies are set to get some more on your hand.

Some further suggestions:
"Breakneck Rider" is a cc3 creature that, when transformed, provides your attacking creatures with +1/+0 and trample. 3-4 can be played.
If you want to add some cc4 spells try "Instigator Gang" (budget) or "Collected Company". The Gang gives a +1/+0 (+3/+0 when transformed) bonus to all your attacking creatures. Collected Company allows you to look at the top 6 cards any put 2 cc3 creatures on the battlefield!
Another interesting card would be "Vines of Vast" or "Ranger's Guile" to get some protection from your opponents removal spells.

Greetings
Muktol

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Posted 17 May 2016 at 06:27

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