Werewolves

by newt156 on 07 September 2016

Main Deck (60 cards)

Sideboard (12 cards)

Creatures (2)


Sorceries (2)


Instants (2)


Enchantments (3)

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Deck Description

Dark Ascensions was really my introduction to Magic and it will forever be my favorite expansion pack. Currently I am considering adding a single Arlinn Kord, but I don't have access to one and I'm not sure what I would replace Were I to get one. When looking at this deck, some people might be Howling in dismay to see no Ulrich or Huntmaster. Currently I intend to put in one or two Huntmasters, mostly for the wolf token. My concern is that with a playset of Immerwolf, he won't make many of his triggers. But at least one is going to go in. As for Ulrich even two triggers makes him worth putting in. He's a 6/6 for 5, which isn't a terrible body, but not great for a werewolf. The main reason he's not in here is the fact that he costs 5, and although it's not an outrageous price I'm concerned about how he will fare against super aggressive decks. This deck is already susceptible to singular removal spells such as path and dismember, and Ulrich will only encourage such removal sideboarding against this deck. The sideboard speaks for itself. Tell me what you think about Ulrich and Huntmaster please, I'd love to have a second opinion! That's about it.

How to Play

The three cards that hold this deck together are Immerwolf, Mayor of Avabruck, and Moonmist. Without them, this deck loses a lot of synergy. The idea is to get a couple werewolves on the battlefield, and then transform them, hopefully permanently if there's Immerwolf in play. Then smash the opponent and use Moonmist when necessary to save/transform the werewolves, Moonmist is also good for blowing attackers out of the water when they aren't expecting it. Getting a 3/3 (or bigger) wolf every turn via Howlpack Alpha's effect and then going wide is also a very viable option. Kruin outlaw is nice because pump effects essencially count double when it's flipped. Briarpack is nice too because one can choose to play nothing on their turn and transform all my creatures without missing opportunities to drop attackers. A lot of synergies, I won't go through all of them. Thanks for reading. All suggestions welcome!!

Deck Tags

  • Werewolf
  • Tribal
  • Creature-Based
  • Modern
  • Gruul

Deck at a Glance

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Mana Curve

Mana Symbol Occurrence

0002124

Card Legality

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

Deck discussion for Werewolves

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