G/R Wolves

by killercore007 on 03 October 2011

Main Deck (60 cards)

Sideboard (10 cards)

Sorceries (6)

Instants (4)

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Deck Description

Just another one of those Werewolf and wolf decks with a twist. Basic bum rush really.

Ruthless invasion helps create openings.

Will update with rest of stuff when it gets into system.

Deck Tags

  • Aggro

Deck at a Glance

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Mana Curve

Mana Symbol Occurrence

0002317

Card Legality

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

Deck discussion for G/R Wolves

I'm not really sure what you're trying to do here, so it's hard to make concrete recommendations. But it's hard to not recommend kessig cagebreakers, daybreak ranger, and mayor of avubruck. Also, blasphemus act is almost necessary when running full moons rise. While full moon rise isn't terrible all on it's own, its full potential isn't fully released until you combine it with a board wiper.

If you're having a hard time looking for things to replace, I would start with feral ridgewolf...it's pretty lackluster for a 3 drop and your full moon rise is going to be providing you with enough trample anyways. I'd ditch the vipers next, they're a fun sneaky little card to play but it's going to distract this deck from its main purpose.

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Posted 03 October 2011 at 22:53

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Also, nightbird clutches would be a better choice over tectonic rift in my opinion. You get two creatures and it has flashback....and it's 2 instead of 3 (I think)

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Posted 03 October 2011 at 22:55

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I thought about the cagebreakers but figured that my graveyard wouldn't exactly fill fast or wouldn't be utilized enough by other means so I decided to not put them in as a result.

Daybreaks could be nice, if i actually had some...

The Blas act makes sense but once again, don't have any.

The vipers provide a much needed way to take down stuff like pumped up Dungrove elders and other fatties and to make the opponent a little more cautious about attacking, giving me more time to set up.

The mayors I actually happened to have 2 of so they'll be going in.

My reason for Tectonic rift over nightbird's clutches:
While it's cheaper to cast, it doesn't do as much as I can't target something with hexproof and those ones are almost always something I don't want blocking, and the nightbird only hits 2 creatures while Tectonic rift can possibely be an entire shutdown of blockers. True, it doesn't effect flyers but they'll end up dead with prey upon and the Daybreaks anyways.

I'll make some of the changes you mentioned though.

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Posted 04 October 2011 at 22:02

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