Teaching Decks: Werewolves

by ToastasaurusRex on 28 March 2018

Main Deck (60 cards)

Sideboard (15 cards)

Creatures (2)


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Deck Description

So this is a project I wanted to engage in- To make a set of 10+ super-budget 60-card decks that are simple, relatively easy to play, relatively easy to understand, and bring across the fundamentals of how Magic Works. We've since gone way past 10, with tons more in the works, and I've really enjoyed the challenge of trying to make these decks easy to play and understand, fun, and all under a $15 budget, sideboard included.

The main goal here is that you could easily build these deck for a low cost and use them as an easy introduction to how magic works, to teach a group of new players both how to play, and give them a sense of Why, a sense of what fun things they're getting into. These decks aren't gonna be particularly good, or even legal in any particular format if it stops me from including a card I think is good for the deck, but they should be fun and interesting without being too hard to get into. They should be an easily-accessible example of how fun Magic: The Gathering can be.

This is one of the more advanced decks- Not really the first decks you want people learning with, but a sweet, budget deck you can use once new players are already on their feet to really knock their socks off and get them to think about something you can do in Magic that they might not have otherwise realized.

I'm super happy I got to make this one, even though it really is more advanced and complicated than most of the other decks in the series- Werewolves are my favorite tribe ever, and werewolves headed by my Very Good Boi Immerwolf are just Awesome. Even though every creature in this deck should reasonably be considered too complicated for this series, except for Timberpack Wolf and Shrill Howler.

As for budget: Maindeck cost is currently at ~$12.40 (according to the middle blue numbers on this very site under estimated value), sideboard at about ~2.50, squeaking in just beneath my $15 limit, and only because I swapped the numbers on Kessig Forgemaster and Village Ironsmith. So if you're looking to upgrade, that's the easy one.

How to Play

So mostly this section is going to be notes on why I think these are good cards to learn from:

Your creatures are the big ones- Timberpack Wolf is always a fun toy to have around, and it feels great as a new player to be able to buff up your creatures like that.

Immerwolf is a Very Good Boi, in that he's a Lord for all your Wolves and Werewolves, and he can poke in for a bit of evasive damage against some decks, despite my ambivalence toward having Intimidate in these learning decks AND he makes it so your werewolves only flip to werewolves, not back to human. The moment a new player realizes that that's what that ability means in the moment they go "Oh, this deck is baller." As previously stated- Immerwolf is a Very Good Boi, and one of my favorite cards ever.

Past that, we have our actual werewolves: Able to transform form puny, weak little humans into ferocious predatory beasts of the night on your command, forcing your opponents to try and get off a couple of spells quickly to hold you at bay, not to mention even forcing them to keep playing spells beforehand.

Village Ironsmith is alright, the 1/1 first strike is pretty bad, but the 3/1 is pretty sweet. Kessig Forgemaster, by comparison, is a great card, and is hard to block too, transformed or not.

Lambholt Elder is weak in human form, but turns into a powerful and threatening creature when you get your game-face on, and is able to draw you into more werewolves, which is even scarier.

And Solitary Hunter is there to put a big body at the top of your curve- he's respectable in human form, and hits like a truck as a wolf, even before the tribal buffs come in.

Finally- Shrill Howler. Significant nonbo with Immerwolf nonwithstanding, Howler is a pretty sweet card, can be hard to block without making a good trade for you, and stings pretty significantly. In the late-game, it can act as a solid manasink without playing spells, but only if Immerwolf isn't in play, as it's not a human werewolf.

For spells and enchantments- you'll note that all of them are at instant speed. This means that you can cast one on your opponent's turn, and not transform your werewolves back to human. Cast a creatures on your turn, then a spell on theirs, and your spell doesn't even add up with their spells to transform your wolves back- a single player has to cast two spells in a turn.

This also means you can cast Howlpack Resurgence in the middle of combat to really get 'em good. Moonmist can have a similar effect, though notice that if you cast a spell and Moonmist in the same turn, your werewolves go back to human at the end of the turn anyways, unless Immerwolf is out.

And then Moonlight Hunt and Searing Spear are just good killspells for cheap at instant speed. Not really much else too it.

Manabase is meant to be a touch lacking, but also super-budget. I'll be doing the same for all of them.

As for the sideboard, this IS supposed to be a sideboard they learn how to use, to make their deck perform better in the right matchups, or just in general to customize their decks within constraints.

The Outcasts let you lean more towards your top-end, and the rest are more instant-speed effects to play during your opponent's turn: Naturalize is great hate, Plummet great conditional removal, and both are here accompanied by the situationally versatile (useful in a variety of weird and somewhat narrow situations, and still better than Rakdos Charm in that regard) Gruul Charm.

Pulse of Murasa is both lifegain, and a bit of value, letting you re-draw the best creature in your bin (hopefully Immerwolf), and Clear Shot, which is a little expensive, but a powerful instant-speed removal spell for matchups where Searing Spear ain't gonna do you much good.

Deck Tags

  • teaching deck
  • Budget
  • Casual
  • Aggro
  • Tribal
  • Werewolf
  • Advanced Lesson

Deck at a Glance

Social Stats

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Likes

This deck has been viewed 1,325 times.

Mana Curve

Mana Symbol Occurrence

0001430

Card Legality

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

Deck discussion for Teaching Decks: Werewolves

Why is Searing Spear in, like, every partially red deck in the Teaching Decks series even if it doesn’t make any sense in the deck?

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Posted 20 April 2018 at 16:23

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I mean, it's a good red removal spell that's low-budget, and exactly the kind of card new players should learn with to understand how magic works. It's also slightly cheaper than lightning storm, or the same price depending on which version of lightning storm you put in the deck.

In this particular case, it's so you can cast it an instant-speed during your opponent's turn to still be able to interact with their board without flipping your werewolves back to human form.

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Posted 20 April 2018 at 16:27

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Alright...

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Posted 20 April 2018 at 16:28

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If you want to provide constructive criticism and suggest what you would do differently, please do so. Beating around the bush does not help me improve these decks.

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Posted 20 April 2018 at 16:30

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A Rabid Bite instead of the Searing Spear might be a more thematic option for a removal.

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Posted 01 September 2019 at 09:48

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