Werewolves of G/R

by TemurMan on 04 April 2016

Main Deck (60 cards)

Sideboard (6 cards)

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Deck Description

Since Shadows over Innistrad came out, I've been experimenting quite a lot with different werewolf decks.

At first, I used a midrange version which included copies of Huntmaster of the Fells and Arlinn Kord. However, after numerous play tests, I felt like the deck was too slow to play against control and not able to beat other midrange decks in the metagame. This is how I came up with this aggro deck. By rushing the opponent with your creatures, then flipping them after a few turns, it creates very aggressive early and middle game pressure.

Card Choices:

Duskwatch Recruiter vs Gatsaf Shepard

I believe that Gatsaf Shepard is slightly better than Duskwatch Recruiter for the simple reason that it has intimidate. This means it can easily avoid many blocking creatures, and sneak in more damage than the others. Duskwatch Recruiter is probably better in the middle game for it can search for more creatures to play, but in a aggro deck, paying three mana is too much.

Moonlight Hunt

Although removal is usually always good, the amount if damage delt is only equal to the power of your werewolves and wolves. This makes it not very consistent against a removal heavy deck. Another reason why I didn't add it was because of there not being enough space for it. For a spell that only deals damage to creatures and not players makes it less valuable than lightning bolt.

P.S. I would like suggestions on the sideboard, I'm not very good at that.

How to Play

The deck is fairly straight forward. Play creatures until you have a decent amount on the battlefield. After that then flip your humans with either Moonmist or doing nothing on your turn. After that, you should probably be able to win.

Deck Tags

  • Aggro
  • Werewolf
  • g/r
  • Modern

Deck at a Glance

Social Stats

2
Likes

This deck has been viewed 1,010 times.

Mana Curve

Mana Symbol Occurrence

0001923

Card Legality

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

Deck discussion for Werewolves of G/R

I had some crazy match ups last FNM. I was playing Mono Green Aggro Elf Warriors and almost everyone I played was packing a SH17 load of targeted removal. I lost game 1 to each opponent and found myself Sideboarding in the same 3 cards against every opponent which ended up the main reason I won games 2 and 3: Vines of Vastwood. And the one time I lost in game 3 was largely because I drew the Vines too late.

Fun fact, playing the same Aggro Elf deck a few months back, I was paired against Knight Fall. In game 2 or 3 (I can't remember), after Sideboarding in Vines, the opponent got the combo online while I had Vines in hand and multiple potential chump blockers. I made the opponent go through with the motions to the combo, waiting to see his plan for the Knight getting past my blockers, which ended up being Rogue's Passage. Because he can produce mana with the lands before sacrificing them to the Knight, he was able to activate Rogue's Passage, but I simply responded by making the Knight untargetable by playing Vines of Vastwood, basically countering the land's ability because the Knight was no longer a legal target.

Basically, Vines of Vastwood is awesome protection (and pump if you kick it), but can also be used as a form of disruption too. Really worth considering.

1
Posted 23 April 2016 at 20:47

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Oh ja, any reason you're not using Howlpack Resurgence?

0
Posted 23 April 2016 at 20:51

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Oh, I completely forgot about it! Thank you for reminding me about it. I will try to fit it into the deck. As for Vines of Vastwood, I will consider it. Thank you for your suggestions!

0
Posted 23 April 2016 at 22:16

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*like*
I would change from Gatstaf Shepherd to Kruin Outlaw. Will slightly change your mana-curve but if there is any better/ aggressive werewolf I don't know it.

Another sideboard option could be Atarka's Command as it's very flexible.

Greetings
Muktol

1
Posted 29 April 2016 at 08:31

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I thought about Kruin Outlaw but I think there are enough three drop creatures in this deck. Too many would make this deck slow and more like midrange. I'll consider Atarka's Command. Thank you for the advice!

1
Posted 30 April 2016 at 01:41

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