Green red werewolf

by graeme123 on 31 August 2011

Main Deck (60 cards)

Sideboard (15 cards)

Creatures (8)

Instants (5)


Artifacts (2)

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

The new set inistrad is coming out in october
sacred wolf represents the 5 different red or green werewolfs that are on this spoiler list so far
im having 4 of all of them
http://mtgsalvation.com/innistrad-spoiler.html
Kruin outlaw/terror of kruin pass
village ironsmith/ironfang
daybreak ranger/nightfall predator
gatstaf shepherd/gatstaf howler
mayor of avabruck/howlpack alpha

Deck Tags

  • Tribal

Deck at a Glance

Social Stats

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This deck has been viewed 5,647 times.

Mana Curve

Mana Symbol Occurrence

000634

Card Legality

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

Deck discussion for Green red werewolf

i might take out the two mana creatures, and put in standard tribal things like door of destinies, and Adaptive automation

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Posted 01 September 2011 at 00:12

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this is standard so door of d is a no
however i do like the adaptive automation ill consider it

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Posted 01 September 2011 at 00:16

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definately adaptive automaton.

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Posted 01 September 2011 at 03:23

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I've been heavily looking at the spoiler list (as I want to build a Werewolf Deck Wins deck XD) and, IMO, the Werewolves that are NOT worth playing right now would be Ironsmith and Shepherd. Even though they fit the tribe, you have to remember that you want to have alot of combat tricks in a deck like this, since the higher mana costs of these creatures (for an aggro deck) lets your opponent set their board up. You need to have a way to keep your wolves alive, while attacking early in HUMAN form, since you can't simply wait until later or you won't have an opening. My list involves card like Moonmist (a must 4 of in a Werewolf deck), Titanic and Mutagenic Growths, as well as 1 copy of Dungrove Elder and Boneyard Wurm to fetch for with GSZ late game. Ironsmith, even with First Strike, is too easy to kill with burn (and I see Red decks being a HUGE obsticle to overcome for this deck) and there are better plays on turn 2. Shepherd just doesn't do enough IMO. It is a good card, but there are still better 2 drops so far spoiled. I also am gonna try running 2 Sword of Body and Minds for some extra wolves (and +2/+2 helps) as well as Skinshifters for some early defense. Remember, you want to have as many wolves on the field as you can muster (without them dying), then you simply either attack and Moonmist when they block, or you pass your turn and let a mass amount of wolves transform. This deck needs to do some solid damage early (by turn 4) and then seal the deal once you have mana for combat tricks and Werewolf forms at your disposal. It will be a challenging deck to play with, as you have to be patient for your opening. Also, the idea above for for Adaptive Automations might actually work, but if more werewolves are spoiled (R/G Werewolf lord....????) they won't be needed, as they will be too clunky. Good Luck, fellow Innistradian!

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Posted 01 September 2011 at 05:48

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