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Standard Deck Development
R/G Werewolf Deck
I'm a long time MTG player, but just recently started playing more formal (FNM) games. I'm hoping to put together a more competitive deck. This is my first SWAG, please let me know how to improve it:
http://www.mtgvault.com/ViewDeck.aspx?DeckID=321100
Daragoth
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Posted 10 April 2012 at 06:39
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cobb
19 posts
Full moon's rise is not as useful as you would think, it only affect werewolves which does not protect your young wolves after undying or your immerwolves, which are what will really make the deck stupid strong (once they flip, they dont flip back AND they get the pump). To make a wolf deck particularly successful, you have to consider what else makes R/G such a good combo. I'd also sub out the overrun for more devil's play if you have them. Triple mana cost should be avoided IMO. Just so that you have more options. It hurts to pay 3 green and 2 for overrun when you could play another mayor and an immerwolf.
To give you an idea, here's my wolf deck (sideboard needs work!): http://www.mtgvault.com/ViewDeck.aspx?DeckID=319502
If you have a pressing urge to stick to wolves only, you could certainly include Instigator Gang and pyreheart wolf. The beauty of wolves in standard is that even they don't flip, there are enough lords that you can have a group of 5/5 reckless waif(DFC Wolves have Human and werewolf subtype on the front face, thus getting pumped by both mayor and immerwolf, no matter what state any of them are in). If you do get to flip them, those 5/5s would be 7/6s. Gatstaf Shepherd is also good against anything lacking green.
You're on the right track though. You got the lords and the one-drops. You really just have to flush out the deck. A little burn to protect yourself from creature heavy decks. Shock and volley are my choices but, there is a TON of good burn in standard and I predict AVR will have a good amount too. Playing against control with this type of deck requires out-maneuvering the opponent to hold your edge.
A bit long winded but, hopefully this gives you a next step to build.
Patrick Chapin's book "Next Level Magic" has a lot of good advice on deckbuilding and playing and just enough knowledge on the game to naturally improve your game. It's worth reading if you want to get a feel for what would make a deck archetype effective (where, in some cases it's explicit about archetypes, it generally just gives you the knowledge and capabilities to determine these things for yourself)
as a side note, I've been debating subbing out hellriders for falkenrath marauders. I wonder if the damage would stack up higher and faster in the long term (though usually, the game should be over by turn 6 or 7, well before he's NEEDED but well within the stage of your game where he is still insanely useful if you can cast him.)
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Posted 11 April 2012 at 16:42
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Daragoth
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Thanks for the input, playing around with this deck some I have noticed I have only ever gotten 1 Full Moon's Rise out and have not needed overrun yet. So it looks like you maybe spot on. I will be making a few adjustments based on your suggestions.
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Posted 11 April 2012 at 17:57
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Daragoth
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I have been playing with the idea of replacing my Young Wolves with Scorned Villagers for a big bump to my Devil's Plays. It will remove a quick drop undieing, but could add to the overall damage of the deck. Any thoughts?
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Posted 18 April 2012 at 19:23
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cobb
19 posts
It's not really worth it IMO. In R/G, you want to have a pretty equal creature:burn ratio. In this environment, it's tough to know which is more useful. I've been siding with creatures and just having enough burn to handle some rough stuff like delvers(shock) or days (brimstone volley). Thunderous wrath is also a good choice since you will always miracle it.
You would more likely get damage through in the standard environment by using creatures and the young wolves have undying which is EXTREMELY useful on a one drop. They can swing without worry until they're blocked once, or serve as chump blockers twice - if you're competing with a deck that can push you that way.
Mayors are much stronger 2 drops and, if you play an immerwolf the next turn or wait til turn 3 and play a couple mayors on turn four... I mean, there are so many ways to control the exact strength of your deck that giving any of those up seems hurtful IMO. If you want to include villagers, I would sideboard them. If your opponent is hitting harder than you or holding up a wall of creatures or in any othe way can lock you down, you can board in the villagers and out the lords. I'd never sacrifice my turn one plays but, that's just me.
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Posted 04 May 2012 at 22:24
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