Lycanthropy

by Ephi on 24 August 2015

Main Deck (60 cards)

Sideboard (8 cards)

Creatures (2)

Instants (2)


Land (4)

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Deck Tags

  • Gruul
  • Werewolf
  • Aggro
  • Casual

Deck at a Glance

Social Stats

2
Likes

This deck has been viewed 775 times.

Mana Curve

Mana Symbol Occurrence

0002424

Deck Format


Modern

NOTE: Set by owner when deck was made.

Card Legality

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

Deck discussion for Lycanthropy

with immerwolf on the board huntsmaster wont transform for his big game, take a look at my deck (still in progress) http://www.mtgvault.com/iluc051207/decks/werewolf/ - just for ideas tho, maybe something will pop into mind.

kessig wolf run for sure, love that trample

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Posted 31 August 2015 at 20:38

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ty bro it sure gave me an idear!

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Posted 01 September 2015 at 18:58

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Some suggestions based on my G/R werewolf deck (http://www.mtgvault.com/muktol/decks/rg-tribal-werewolfs/) and my G/R pauper werewolf deck (http://www.mtgvault.com/muktol/decks/rg-pauper-werewolfs/)
Sideboard "Daybreak Ranger"...I'm personally no big fan of this card because removal is good but werewolf all have trample (when "Full Moon's Rise" is on the field") and tend to finish things rather fast and hard-hitting. Until now I didn't stumble upon a creature that needed to be removes when my cards where transformed into werewolf's.
Remove "Hanweir Watchkeep"..."Kruin Outlaw" is the better card.
- 2-4 "Huntmaster of the Fells"...like iluc051207 already said "Immerwolf" and the Huntsmaster have a little anti-synergy.
+ 1-2 "Kruin Outlaw"...best finisher you can get.
+2 "Reckless Waif"...if there is any better cc1 card for werewolf's I don't know it's name.
-2 "Scorned Villager" ...Again a personal thing. The more mana you have the more spells you will want to cast. Normally that's exactly the thing we want to achive with decks but werewolf's tend to run a little different.

Some further suggestion:
"Dynacharge" ...+2/+0 for one of your creatures or, if you play it for cc3 for ALL your creatures
"Rancor" ... +2/+0 and trample for one of your creatures and this enchantment is really hard to get rid of.
"Ghor-Clan Rampager" ... +4/+4 and trample for a single creature. Activating this ability (!) doesn't count for the 2 spell limit
"Searing Blaze" ... 1 damage to a player and 1 damage to a creature. 3 damage instead if something died this turn. So you can do damage to your opponent and also remove one of his creatures.
"Vines of Vastwood" ... Hexproof for one creature (You can also target one of your opponent's creatures to e.g. 'counter' an enchantment he want's to play on that creature), when kicked the creature also get's +4/+4
"Ranger's Guile" ... Hexproof and +1/+1 for a single creature

Greetings
Muktol

2
Posted 01 September 2015 at 08:18

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Ty bro it sure helped!

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Posted 01 September 2015 at 18:59

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