G/R Werewolf

by leisester on 08 February 2012

Main Deck (60 cards)

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Deck Description

I think i might cut one full moon´s rise or soemthing else to get a 4th immerwolf... young wolf and pyreheart wolf have synergy with garruk...i might take out garruk completely. please do tell me if he is worth it or not. what do you think of the CMC curve and teh mana curve. i think 23 lands are perfect.
please do comment and feedback me.

Deck Tags

  • Aggro

Deck at a Glance

Social Stats

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This deck has been viewed 1,200 times.

Mana Curve

Mana Symbol Occurrence

0001727

Card Legality

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

Deck discussion for G/R Werewolf

i love werewolfs..... but! pyreheart is crap dude, put in Kurin outlaw, same thing except one billion times better

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Posted 08 February 2012 at 22:22

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i dont really know if that is accurate ..indeed ofc it i sway better but you just get this ability instantly without the need of flip and outlaw will always certainly be a target for removal given hi spowerful doubel strike whereas this guy here has undying so it kind of has protection against removal and i have to admit that despite double strike is insane given the blocking impedent this two cards held... i dont think it is really that important..so i chose this guy. maybe someone can enlighten me whether its the right choice or not,
and about garruk i added it because along with daybreak ranger i can deal with tokens and garruk´s deathtouch tokens protect me from big land chunks.

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Posted 08 February 2012 at 22:29

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I dunno, I don't see what the wolves bring to the table. Undying is nice, but I'd rather have more werewolves on the board. Remember, Mayor, Immerwolf, and Full Moons Rise give bonuses to DFC WW no matter what side they are on.

You can check out my RG WW build to see what I've found very playable.

http://www.mtgvault.com/ViewDeck.aspx?DeckID=286282

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Posted 09 February 2012 at 00:03

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Personally I think that the Pyreheart Wolf certainly serves a purpose, but since you need other creatures out before it becomes really effective, I would only have two in your deck. Remove one of those and add in another Huntmaster of the Fells just because it's such a good card.

Additionally I just think that the deck needs more in the way of spells. Corrosive Gale is a great card that decimates Illusion decks as well as picks off any fliers your opponent could have--which happens to be something you're weak to. Because your deck is so creature heavy, Descendant's Path could be a good card to get out a lot of creatures.

I think removing a copy of Daybreak Ranger and Full Moon Rise and replacing them with two copies of Wolfir Silverheart would add a lot of punch to your deck for a turn 5-6 big punch as well as transitioning into the later stages of the game.

Finally some sort of Naturalize to deal with artifacts/enchantments is essential to this deck. Otherwise your whole deck could be shut down by certain enchantments or artifacts and there would be very little you could do.

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Posted 04 May 2012 at 23:10

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sAviOr_WeRRa has deleted this comment.

Posted 04 May 2012 at 23:14

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Oh, final thoughts: I don't particularly like Garuk, so that might be what I would remove and also I think that removing a Kessig Wolf Run would be good. It's a great card to have, but three is a little bit too much. Replace that with either a Forest or a Mountain.

Replacing Garuk with Naturalize would be a great move in my opinion.

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Posted 04 May 2012 at 23:20

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