I've been playing with this idea for a long time and I'm wondering if I can get some input on this idea from all of you wonderful people.
I want my general to be Radha, Heir to Keld as she can put out some amazing ramp. The deck I have in mind as a whole contains a very large number of ramp creatures and spells so that I can start dropping Werewolves as soon as possible.
Immerwolf and Moonmist are pillars of the deck. Immerwolf wouldn't be to hard to get out thanks to the overabundance of creature tutors Green has, but Moonmist could be a hard card to find.
Basically what I'm asking of the community is if anyone has a Werewolf deck or if anyone can suggest ways to keep my Werewolves happy!
This is a suggested deck list that I have come up with.
There are several effects that give vigilance so that Radha can produce 3 mana a turn, which is amazing. There are also a few tricks and synergies that the deck has to catch people off guard:
Panglacial Wurm: Since we are searching the library quite often for lands or creatures this card can pop out at any time! During solo playtesting I managed to drop it out of the library as early as T4.
What do you think about Upwelling yes it helps opponents, but I feel like Radha would be able to abuse it much more effectively.
To be honest I was took a pretty long break from magic and flippy cards had just come out and I had a little "get off my lawn" moment with them so I cannot really comment on the creature interactions.
I think Upwelling and vigilance might be overkill. Your deck looks blazing fast, and like it already ramps hard. If any thing I would dedicate those slots to instants (you already have some - you can transfer roles of other cards to similar instants as well), combat tricks, and draw. If you decide to use upwelling, look at Braid of Fire too.
You can just use Rhada, Heir to Kelds mana on things like harrow or chaos warp. Just remember the mana has to be used in the declare attackers step, so if you move this way,something like savage beating could be awesome but not so much beast within at this time.
Using instants in this role also gets you a way to move effective spells to your opponents turn to help keep your werewolves flipping. Winding Caverns might be good for that too. I also think Aggravated Assault could be a good use of your mana on your turn for flipping werewolves.
The other thing I noticed is, and probably a bigger deal is that your deck looks really fast and has a ton of ramp, but no draw. You are going to be really imposing, and then fizzle out. I would take a look at Skullclamp,Harmonize, Regal Force,Greater Good, Momentous Fall ,Slate of Ancestry, Wheel Of Fortune and its cousins, and Chandra Ablaze as possibilities.
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I want my general to be Radha, Heir to Keld as she can put out some amazing ramp. The deck I have in mind as a whole contains a very large number of ramp creatures and spells so that I can start dropping Werewolves as soon as possible.
Immerwolf and Moonmist are pillars of the deck. Immerwolf wouldn't be to hard to get out thanks to the overabundance of creature tutors Green has, but Moonmist could be a hard card to find.
Basically what I'm asking of the community is if anyone has a Werewolf deck or if anyone can suggest ways to keep my Werewolves happy!
This is a suggested deck list that I have come up with.
1 Radha, Heir to Keld
Lands - 38
1 Copperline Gorge
1 Fire-Lit Thicket
17 Forest
1 Fungal Reaches
1 Grove of the Burnwillows
1 Gruul Turf
1 Kessig Wolf Run
1 Mossfire Valley
13 Mountain
1 Stomping Ground
Creatures - 32
1 Arbor Elf
1 Birds of Paradise
1 Diligent Farmhand
1 Dragonmaster Outcast
1 Joraga Treespeaker
1 Llanowar Elves
1 Orcish Lumberjack
1 Reckless Waif
1 Scute Mob
1 Tinder Wall
1 Wild Cantor
1 Wolfbitten Captive
1 Dawntreader Elk
1 Mayor of Avabruck
1 Scorned Villager
1 Azusa, Lost but Seeking
1 Daybreak Ranger
1 Elvish Spirit Guide
1 Farhaven Elf
1 Immerwolf
1 Kruin Outlaw
1 Simian Spirit Guide
1 Afflicted Deserter
1 Boartusk Liege
1 Hellrider
1 Huntmaster of the Fells
1 Instigator Gang
1 Mondronen Shaman
1 Oracle of Mul Daya
1 Deus of Calamity
1 Rampaging Baloths
1 Panglacial Wurm
1 Accorder's Shield
1 Avacyn's Collar
1 Concordant Crossroads
1 Eternal Warrior
1 Green Sun's Zenith
1 Mirri's Guile
1 One with Nature
1 Racecourse Fury
1 Sylvan Tutor
1 Worldly Tutor
1 Evolution Charm
1 Full Moon's Rise
1 Moonmist
1 Nature's Lore
1 Rampant Growth
1 Chord of Calling
1 Cultivate
1 Far Wanderings
1 Fervor
1 Fires of Yavimaya
1 Kodama's Reach
1 Primal Growth
1 Rites of Flourishing
1 Stamina
1 Sword of Vengeance
1 Explosive Vegetation
1 Batterskull
1 In the Web of War
1 Akroma's Memorial
There are several effects that give vigilance so that Radha can produce 3 mana a turn, which is amazing. There are also a few tricks and synergies that the deck has to catch people off guard:
Panglacial Wurm: Since we are searching the library quite often for lands or creatures this card can pop out at any time! During solo playtesting I managed to drop it out of the library as early as T4.
Azusa, Lost but Seeking/Oracle of Mul Daya/Rites of Flourishing + Rampaging Baloths: = lots of land fall = lots of baloths!
Simian Spirit Guide/Elvish Spirit Guide + Forest or Mountain: Turn one Radha!
This deck may be better suited for 1v1 play, but I play in a Multiplayer environment and really want the deck to excel in one.
THANKS!
To be honest I was took a pretty long break from magic and flippy cards had just come out and I had a little "get off my lawn" moment with them so I cannot really comment on the creature interactions.
I think Upwelling and vigilance might be overkill. Your deck looks blazing fast, and like it already ramps hard. If any thing I would dedicate those slots to instants (you already have some - you can transfer roles of other cards to similar instants as well), combat tricks, and draw. If you decide to use upwelling, look at Braid of Fire too.
You can just use Rhada, Heir to Kelds mana on things like harrow or chaos warp. Just remember the mana has to be used in the declare attackers step, so if you move this way,something like savage beating could be awesome but not so much beast within at this time.
Using instants in this role also gets you a way to move effective spells to your opponents turn to help keep your werewolves flipping. Winding Caverns might be good for that too. I also think Aggravated Assault could be a good use of your mana on your turn for flipping werewolves.
The other thing I noticed is, and probably a bigger deal is that your deck looks really fast and has a ton of ramp, but no draw. You are going to be really imposing, and then fizzle out. I would take a look at Skullclamp,Harmonize, Regal Force,Greater Good, Momentous Fall ,Slate of Ancestry, Wheel Of Fortune and its cousins, and Chandra Ablaze as possibilities.
Gitrog Lands
Merieke Ri Berit Flicker
Ramos, Dragon Engine Storm