Gruul(ing) Werewolves

by TheVanished on 14 May 2016

Main Deck (60 cards)

Sideboard (15 cards)

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Deck Description

Are you brave enough to play with the puppies?

To cut cost, replace the dual lands with either basic lands, or cheaper dual lands. Replace arlinn kord with convicted killer, and the two commands in the sideboard with something else (I use skin invasion)

How to Play

Most important cards in here are your buff spells, which are Uncaged (most important here), Rush, Howlpack, and Breakneck. Ulrich's is also in this category. If all else fails, use Cult and Silverfur to put out a lot of little wolves, then use the little wolves to do a lot of damage. Use Duskwatch and Geier to get your wolves out faster, cheaper, and more powerful right from the start.
Main idea is to get out a small force, then doublestrike a creature while buffing him (hopefully with trample) to deal a lot of damage directly.

Deck Tags

  • R/G
  • Competitive
  • Werewolf

Deck at a Glance

Social Stats

5
Likes

This deck has been viewed 1,321 times.

Mana Curve

Mana Symbol Occurrence

0002718

Card Legality

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

Deck discussion for Gruul(ing) Werewolves

Any suggestions?

0
Posted 14 May 2016 at 05:48

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I think the following changes should be good:
-1 Breakneck Rider
-2 Cult of the Waxing Moon
-2 Ulrich's Kindred
-2 Solitary Hunter

+1 Duskwatch Recruiter
+1 Village Messenger
+1 Silverfur Partisan
+4 Lambholdt Pacifist

With only 22 lands, you have to be more agressive. A major problem with your deck is the mana curve, too many 3 drops. Also, since you're trying to play werewolves, you need to have maximum amount of synergy, but Ulrich's Kindred is not good outside of limited (it depends though on what level of decks you're playing againts). It would be good if you could put in more 2 drops, but your deck doesn't really have place for cards like Sylvan Advocate, so maybe playing Lambholdt Pacifist might be good.

You should look for good cards from Dragons of Tarkir and Origins for now.

As for the sideboard, add 2 more moonlight hunts, keep the magmatic chasms and the clip wings, and throw away everything else. Please don't include Root out, Structural Distortion and Aim High into a deck that's supposed to be competitive.

Also, as has been said, you should play collected company maybe, since you have so many 2-3 drops. (Hint: since Howlpack Resurgence gives trample, you should take out the Rush of Adrenaline and play CoCo instead.)

1
Posted 26 May 2016 at 13:38

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Thanks for your comments!
I like lambholdt pacifist, but I don't know what else to get rid of currently. My problems with removing the cards you did (although I did remove one cult and put in another duskwatch) is that breakneck rider is your backup trample (as was rush of adrenaline, but I decided on a better buff spell with the conclusion that you're going to get at least one of your trample needs each game, we'll see how it works at FNM this week) Cult is also another win condition, as with even two werewolves transforming, you double your force in a turn - which can be enough to win - I recognize that you've added another silverfur for that reason, but I like cult a little more because it requires less effort on your part, you don't have to rely on having one of your two instants to trigger the ability. Ulrich's is a little more understandable, but in previous play testing, he has proved extremely valuable. He's useful for chump blocking, and not losing your creature, which can be a huge advantage at times. I do understand why it would be good to take him out, I just prefer him in. Solitary hunter is the biggest one in here, and when he transforms, he goes up +2/+2, which - when your playing a deck the way this is built to be played - is unbelievably good. So, either lambhold or ulrich's is a good choice for this deck, its just personal preference.
Addressing the mana curve, I personally haven't noticed a problem with the way it's set up. Especially after getting out one or two duskwatch, most of your spells become 1/2 drops, and it's super easy to flood the board (if at all needed.) Even otherwise, it's not hard to win with the mana you have, and two to three creatures - in fact, I've won plenty of games turn 4-6 with 2-4 creatures out dealing 25+ damage in a turn.

As for your concerns for the sideboard, What else should I put in?? And also, why none of the ones you suggested taking out? Root out is nice for removing any artifacts you need, but in the current metagame, I feel enchantments are what that is going to be used for. Structural distortion is along the same lines. I mean, a sideboard is supposed to be built to react to whatever your opponent is playing, and artifacts/enchantments can be pretty powerful, especially against a deck that relies on creatures. Aim high is just a defense against flying. I personally think this is the weakest card in the sideboard, but I wouldn't know what to replace it with (even after looking thru all of the r/g standards on the gatherer.). Also, why not Atarka's command? As I stated before, it works as a "negate" against both flying decks, and lifegain decks (which is the point of a sideboard). Or alternatively, if you need another land for something, you can cast it on your opponents turn, and as a bonus, buff your creatures for defending! It is also the only burn spell able to target your opponent. Need to finish him off after attacking? Prevent lifegain, and burn for three - game over.

Collected company is an amazing card - no denying it - I just feel it has no place in this deck, especially after play testing. Just about every time I have played this deck, I have had plenty of creatures to be able to win, with about the same amount of creatures in my hand. There's almost no need to go searching for more creatures. (Another factor is cost... CoCo is an expensive card, and currently, I am playing this deck w/o Kord, Cinder glade, and Atarka's Command.)

0
Posted 27 May 2016 at 01:07

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Also, if you need to search, you have an unlimited search in duskwatch's day transformation

0
Posted 28 May 2016 at 21:52

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I have to admit that I don't know the standard meta to well but these are the changes I would do:
Remove Convicted Killer, Quilled Wolf and Gatstaf Arsonists to get 3 "Arlinn Kord" and 4 "Village Messenger" into the deck.
Until end of 2016 Dragons of Tarkir is standard legal which would give you access to e.g. Collected Company and Atarka's Command.
Hermit of the Natterknolls is at least sideboard material.

Greetings
Muktol

1
Posted 17 May 2016 at 07:16

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First of all, thanks for the input! I've modified the deck to fit in 3 or both arlinn kord and village messenger, but I haven't dropped all of the quilled wolf, for a couple reasons: It's a two drop, which in a quick deck, is really nice. And when all else fails, it has a REALLY big buff, even if it is a little expensive, I have used it to great advantage before. I'm not liking the collected company as much, because while ive been playtesting this deck, 3/4 creatures on the field is easily enough to win, and I have almost always had and additional 3/4 creatures in my hand, mostly because you can only play one spell per turn once your werewolves are transformed. The atarkas command, I do like, but I like the current buff spells a little more. I think ill replace the skinned invasion in the sideboard for it, as it does stop both lifegain and flying decks! Thanks for that one! Hermit of natterknolls is a nice card, I just have not had many encounters with decks that trigger his ability, so I haven't included him in, and don't think I will, I will probably just leave specific counter spells in the sideboard, but if you would like to include him, feel free to! Thanks for the help!

1
Posted 17 May 2016 at 14:47

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I just put together a (somewhat) similar deck from a booster draft- funny. I really like some of the R/G stuff Shadows over Innistrad has. I havn't used the Quilled Wolf as much as the ember eye wolf. He is a two drop which might help the mana curve a bit and with the high price of quilled's pump you can actually pump ember eye more (1c1R x 3 would pump ember eye to an 8, or just pump him twice and cast uncaged fury. Looks like a fun deck- I may take some notes for mine !

1
Posted 27 May 2016 at 09:09

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This deck actually started as my draft deck for the SOI pre-release! Ember-eye is nice, I personally prefer quilled because he pumps def as well as offense, which can help to get rid of some of the big threats that are out there without losing a creature.

0
Posted 27 May 2016 at 20:31

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