Rise of the HowlPack

by Themajesticdragon on 07 June 2022

Main Deck (58 cards)

Sideboard (16 cards)

Creatures (4)


Sorceries (3)

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Deck Description

After the death of Arlinn, Tovolar met another Alpha, The Mayor of Avabruck! And while the two don’t get along, they both now inhabit the same space as the Overlord of the wolves, The Hollowhenge Overlord! This wolf keeps the two Alphas in check, and keeps them all working together, with the strength of The Howlpack, and the Power that Tovolar holds, the two have become a formidable pair. Eventually working together and becoming close, however still fighting over the right of The New Howlpack! Now with more wolves being born everyday and the werewolves teaching and training them in hunting techniques and skills, the pack has become a very powerful force even taking on aerial combatants with skill. With the new and improved howlpack spreading its claws across the land, slowly conquering further reaches than before the two Alphas were seperate. For Tovolar, the search for the reconstruction of The Celestus! For the Mayor, Domination against all, as much as he denies it, he wants control of a powerful pack. And for the wolf Overlord, peace and a place to live and hunt with her pack.

How to Play

Basically a token spawn with werewolves transform lock to keep pumping out power and creatures.

Hollowhenge Overlord, and Howlpack Alpha generate a mess of a tokens as well as nightpack ambushes for casting nothing for added benefit and encouragement of not casting spells, meanwhile being aggro with tovolars Huntmaster also kicks out more wolves. The more wolves the more you pump into runebound wolf which you can slap your opponent in the face with just before your turn ends!

Meanwhile buffing at the same time this is happening, with Hollowhenge huntmaster strengthening every wolf every combat phase by 2. As well as Howlpack Alpha and nightpack Ambusher also giving +1/+1 buffs to anything with the “wolf” in its type. Not too mention if you have mayor of Avabruck out early you buff humans coming into play by 1 as well. Meanwhile right as you swing unnatural growth~ though expensive~ Doubles there power, making them NEARLY unkillable.

Meanwhile things like Hollowhenge huntmaster with its Permanents you control have hexproof is an amazing protection as well as it having hexproof as well. Chaosphere allowing you to reach fliers with powerful werewolves and them not able to even touch your creatures anymore adds anti-air along with lightning bolt for taking out more smaller threats before they get big or hopefully before, (as well as unnatural growth also doubling your power and toughness before EVERY combat, thus having big powerful blockers that deter attacks against you) and lastly making sure everything keeps going is Immerwolf, the centerpiece of the deck, locking in your werewolves so they keep providing powerful effects to your field. Did I mention I’ll-tempered loner? No well if any of your “wolf” types (as described above, any of your creatures pretty much) take any damage it reflects it back at that creature :) so even if you don’t have unnatural growth it helps sustain and deter threats from attack so long as it stays a werewolf (just a werewolf not a human)

Having Outland liberator as well to get rid of annoying effects that effect Or stop enchantment decks from doing anything… however it’s drawback is it can’t take care of an overwhelming splendor nor field clear…. Which would suck but it’s magic >~> fucking arena with all the counter, sacrifice, exile, field clear, the new dumb colorless ramp decks just to get out ugin which pretty much shuts down any COLORED deck if not countered, anyways I hope you like the deck, I actually based it off of a previous deck I built, actually have it sitting in front of me as I write this, but I noticed some deficiencies and decided it wasn’t focused on a key strategy… this is its fix and I think a better one at that!

Deck Tags

  • Gruul
  • Tribal
  • Werewolf
  • Wolf
  • Buff
  • Token
  • Aggro
  • Casual

Deck at a Glance

Social Stats

4
Likes

This deck has been viewed 489 times.

Mana Curve

Mana Symbol Occurrence

0002141

Card Legality

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

Deck discussion for Rise of the HowlPack

The idea of story decks is a nice one.
Aiming at merging stories is a skill that takes a lot of practice, but the reward is that you will see where stories are heading in the future,
Which gives you more mastery longterm.

Mtgvault is not a place that support these kind of ideas, at the moment, so it's important that you keep it up for yourself, growing that skill, and I suggest you just try out a merge with any deck on top of the page.

What I would like to know, is how the werewolves got their hands on a chaos sphere?
And what are they aiming at by conquering the fungal reaches? Might there be a connection between these two questions?

As for the deckdesign, it lacks a number of answers against decktypes on arena.
Fighting flying is one answer, but here's a small list of things you need to be prepared against.

1: landdestruction. Is currently a theme on the rise, and with just 21 lands and a lot of high cost creatures you will be an easy target.
Most designs are based on the fact that players have few basics. And reuse field of ruin an awesome amount of times.

2: ramp. Most designs ramp through fetching lands mana-creatures or using treasure. They cast something big and colourful just before your would beat their last life, unless you find a way to stall their growth.

3: control. Just like ramp, you almost get their last life, when they've built up a hand full of removal and starts clearing the table turn after turn, and you never get to that last hit.

4: other aggro. Aggro often faces aggro, and so you need some way to both deal with their aggro, but also to support your own.

All of your creature choices should be made with these 4 in mind.

As an example, runebound wolf should be in the sideboard.
Why? Against ramp it will take too long to fire it up, and against control, it will be removed or it's the only creature in play.
You should only play it when not facing these decktypes. It's probably best in aggro vs aggro which means it's an material.

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Posted 07 June 2022 at 08:09

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Originally I wanted to put rahilda wanted cut throat but like I literally can not find her for sale anywhere, I’m being led to believe she’s an arena only card but I really am not sure as for runebound you are correct it does take a while to pump into it >~> maybe I should look at flash

And as to how they got a chaosphere~ well maybe they found it in the city of the overlord (the wolf) tucked away under some rubble as for land destruction I could probably put in the Gruul kessig* werewolf that when it attacks I get mana~ it also buffs everything so

Control is hard to counter especially the colorless ugin decks that are coming out in arena now and thus it’s hard to counter a counter deck packsong piper would be a good card as well but it’s a mana ability so >~> I mean you’d have to attack if you lost your lands I don’t run against much land destruction and although it’s a good card immerwolf pretty much cancels that too cause her flip don’t have the same effect

I’ve seen werewolf decks and have tried to build them in the past they always sacrifice something, like if I were to run a deck around rahilda~ one: can’t find her irl

Or if I did attempt to counter all those other decks, what happens when they counter all my creatures and lands then I can’t do anything, I put anti enchantment/ artifact in the sideboard in case of overwhelming splendor being in the opponents deck

Now that’s not to say I haven’t thought of it, I just can’t find good enough replacements, and plus most of these cards aren’t on arenas so running it irl is easier as people only have a limited card library to choose from, not to say they don’t have good decks, I ran against a colorless infinite combo a few weeks agai, but I’m saying they don’t have THAT many counters against it unless they are black or blue and even then it’s still debatable irl as I have yet to play someone with that kind of clear irl

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Posted 07 June 2022 at 14:14

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All of the arena cards have a collection symbol with a clear "A" on it, so when looking at new cards you can identify them, and rahilda is certainly having "the mark"

It is only easier to get a collection of virtuals because the number of sets there are limited.
Some people have access to some pretty cool stuff.

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Posted 07 June 2022 at 14:57

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