Werewolf Run (R/G Standard)

by Thantos903 on 18 March 2012

Main Deck (60 cards)

Sideboard (0 cards)

No sideboard found.

The owner of this deck hasn't added a sideboard, they probably should...

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

This has been a deck that's gone through many revisions. Comments would be loved for it, as I feel the deck is still missing something.

The deck starts off as a simple tribal deck to buff all the wolves on field, but survival later game comes down to the Feed The Pack combos and Instigator Gang/trample damage.

Volt charge is in there for a little spot removal in case you don't have a flipped Daybreak Ranger, and the proliferation helps to buff up Young Wolves/Pyreheart Wolves that have trigged undying and also Garruk.

Huntmaster may not synergize well with Immerwolf, but Immerwolf also becomes a high priority target for spots, so by having a constantly flipping Huntmaster you can nuke your opponents for small chunks of damage while buffing your own battlefield and life.

Deck Tags

  • Theme

Deck at a Glance

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Mana Curve

Mana Symbol Occurrence

0001230

Card Legality

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

Deck discussion for Werewolf Run (R/G Standard)

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