Just got back into Magic after a bit of a respite. One of the things that brought me back was the creation of the werewolf flip cards. Recently, I completed getting together a cool R/G Werewolf deck of most of the good werewolves from original innistrad, still need to get some huntmasters. I was very excited when the new werewolves and have already started trying to get together an aggressive/fun, but most mostly casual werewolf deck. However, as I began to run the numbers I came to the conclusion that most of the new werewolves... just are not as good as the old ones. Is this idea relatively true, or is it just me not understanding the value of say... a 2/2 that becomes a 3/3 in Gatstaf Sheperd over a 2/1 that becomes a 4/2 with trample in Hinterland Logger? Another problem I'm running into is just space in the deck. I already have Mayor of Avabruck and immerwolf, in the deck, but what else should I put in to maximize the power and ferocity of the werewolves.
This gives me 47 cards meaning I have 13 left over to finish out the deck.
The newer werewolves like Hinterland Logger, Kessig Forgemaster, and Duskwatch Recuiter seem like very good as two drops, allowing for aggression and card advantage. However, but do they really stand up to Village Ironsmith and Gatstaf Sheperd? I mean Logger gives you a 4/2 with trample, but it seems very much like a swing in and die due to its 2 toughness. Whereas Ironsmith has first strike and Sheperd at least has 3 health.
The same can be said for the 3 drops. Which is better? Geier Reach Bandit or Kruin Outlaw? Hanweir Watchkeep or Hermit of the Natterknolls? In the first case I get a 2/2 first striker with opportunities for double strike, while the other is a 3/2 haste that when flipped just transforms my werewolves. Watchkeep is a 1/5 defender that becomes a 5/5 while Natterknolls gives me card draw in colors that usually don't have great card draw.
As for the 4 drop slot, depends on what happens next. Currently I'd like to have a strong finisher of Instigator Gang, but that spot might be better served by Breakneck Rider due to its trample. Huntmaster of the Fells would be nice as well as Arlinn Kord, but those are two things I currently do not have.
In short, could someone please give me some help in building out my werewolf deck. There are so many ways I could take the deck that it's hard to know what would be best to do. Also, does anyone else feel that the newer werewolves are not as good as the older ones?
I'm in the same boat. I've been wanting to build a werewolf deck for a while and kept putting it off and off... until, as hard as it is to believe, we are already back to Innistrad.
The good thing is I feel there are quite a bit of decklists here, so it's more of just taking the time to research and understand them.
So what's new is the next question. I think XYZ is right, with the critical mass that we have now, monocolored or other unique options might work. Gerier Reach is a new enabler in the vein of Moonmist and Immerwolf.
Wolf tribal has been given tons of new tools here is you wanted to diversify your tribes.
Moonlight Hunt is #!$%^@ bonkers. I'm not sure I like the theory of one-sided fight for green (Rabid Bite).... but maybe I'm just too used to fighting. Maybe Maro will complain about it being a color break soon...
One thing i noticed with these new werewolves is how beefy most are I've killed opponents without ever having to even flip them with cards like Howlpack Resurgence and Uncaged Fury. I to am at the same crossroads i've been testing these new werewolves to find the best of the best to add to my old werewolf deck.
I tried this build, based on the original Inninstrad environment, meant for casual play, and had the chance to test it recently after I got some cards some months:
The high land ratio was mostly because I kept switching cards and didn't stop to count enough times, heheh, although I never got mana screwed with so many lands I guess I could cut one or two at most, as I wouldn't want to begin with less than two lands minimum in my starting hand.
Now, to the cards:
Lands: Mutavault fits snuggly into any tribal deck as well as Cavern of Souls, I used the manland because it can act as a tiny mana sink to put pressure and attack more often.
Creatures:
I begun with some combinations and then changed a bit some of the critters until I settled tried to pursue the ones that gave a bonus from human to werewolf that was more than simply +1/+1, Reckless Waif and Wolfbitten Captive start applying pressure early, Mayor and Immerwolf are cards one simply can't miss for this deck, Daybreak Ranger is surprisingly good against decks with many tiny fliers, and Instigator Gang might win you games out of nowhere once it becomes Wildblood Pack, I mean, it goes from a 3/3 to a 8/5 trampling monster, few werewolves can hit harder than that.
Others:
The spells are just cards I thought that would work fine on this deck, with all the creatures dying here and there, Brimstone Volley deals 5 damage more often than anybody would be comfortable with, I used it for 3 damage just to get rid of small critters as Lords, usually aiming it at the face for 5; Full Moon's Rise does a fine job giving the much needed trample to a bunch of big vanilla werewolves, making them really threatening; and Moonmist is the "I flip the table" card that's basic for any werewolf deck that plays G, it packs removal, defense and a brutal offense by transforming all your werewolves in the spot, a well-timed Moonmist might steal games that seemed impossible before (That's been my experience so far)
The most recent werewolves I might want to try are Lambholt Pacifist because its absurd cost/size ratio as very few cards offer you a possible 4/4 for two mana, Geier Reach Bandit to have yet another way to enforce the werewolf transformation on the creatures, and of course Neglected Heirloom and Howlpack Resurgence, these last ones almost tailor made for Lambholt Pacifist; Kessig Forgemaster looks interesting with its inherent ability to ping opposing creatures, screwing with combat math.
I find myself a bit short on the removal department, but being a deck with red there are few ways to go wrong trying some old fashined burn.
Other options I thought now that there are more werewolves in each color would be backup based on either land destruction or discard to make it more difficult for the opponent to cast two spells and make your guys tiny again.
If this is a casual deck and you can't afford a play set, just use proxies until you have saved up enough money for the real thing (or wait to see if it gets reprinted in Eternal Masters).
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I ran a casual werewolf deck a while back as well, not sure if I have the list still somewhere, but had great fun running two Isochron Scepters in it. Combine it with Moonmist to be able to use it more repeatedly or tuck some pump/removal under it. Of course, it is susceptible to a two for one if they remove it after it hits the board, but it does help flipping the werewolves a fair bit more.
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Just got back into Magic after a bit of a respite. One of the things that brought me back was the creation of the werewolf flip cards. Recently, I completed getting together a cool R/G Werewolf deck of most of the good werewolves from original innistrad, still need to get some huntmasters. I was very excited when the new werewolves and have already started trying to get together an aggressive/fun, but most mostly casual werewolf deck. However, as I began to run the numbers I came to the conclusion that most of the new werewolves... just are not as good as the old ones. Is this idea relatively true, or is it just me not understanding the value of say... a 2/2 that becomes a 3/3 in Gatstaf Sheperd over a 2/1 that becomes a 4/2 with trample in Hinterland Logger? Another problem I'm running into is just space in the deck. I already have Mayor of Avabruck and immerwolf, in the deck, but what else should I put in to maximize the power and ferocity of the werewolves.
Here's my deck so far:
4x Immerwolf
4x Village Messenger
3x Kruin Outlaw
3x Moonmist
3x Colossal Might
8x Mountain
6x Forest
3x Temple of Abandon
3x Rugged Highlands
2x Kessig Wolfrun
This gives me 47 cards meaning I have 13 left over to finish out the deck.
The newer werewolves like Hinterland Logger, Kessig Forgemaster, and Duskwatch Recuiter seem like very good as two drops, allowing for aggression and card advantage. However, but do they really stand up to Village Ironsmith and Gatstaf Sheperd? I mean Logger gives you a 4/2 with trample, but it seems very much like a swing in and die due to its 2 toughness. Whereas Ironsmith has first strike and Sheperd at least has 3 health.
The same can be said for the 3 drops. Which is better? Geier Reach Bandit or Kruin Outlaw? Hanweir Watchkeep or Hermit of the Natterknolls? In the first case I get a 2/2 first striker with opportunities for double strike, while the other is a 3/2 haste that when flipped just transforms my werewolves. Watchkeep is a 1/5 defender that becomes a 5/5 while Natterknolls gives me card draw in colors that usually don't have great card draw.
As for the 4 drop slot, depends on what happens next. Currently I'd like to have a strong finisher of Instigator Gang, but that spot might be better served by Breakneck Rider due to its trample. Huntmaster of the Fells would be nice as well as Arlinn Kord, but those are two things I currently do not have.
In short, could someone please give me some help in building out my werewolf deck. There are so many ways I could take the deck that it's hard to know what would be best to do. Also, does anyone else feel that the newer werewolves are not as good as the older ones?
The good thing is I feel there are quite a bit of decklists here, so it's more of just taking the time to research and understand them.
So what's new is the next question. I think XYZ is right, with the critical mass that we have now, monocolored or other unique options might work. Gerier Reach is a new enabler in the vein of Moonmist and Immerwolf.
Hermit of the Natterknolls and Sage of Ancient Lore also suggest a more mid-range controlish build might be possible.
Wolf tribal has been given tons of new tools here is you wanted to diversify your tribes.
Moonlight Hunt is #!$%^@ bonkers. I'm not sure I like the theory of one-sided fight for green (Rabid Bite).... but maybe I'm just too used to fighting. Maybe Maro will complain about it being a color break soon...
Dunno if any of this will help...
http://forums.mtgsalvation.com/showpost.php?p=4557651&postcount=1
TheWarden's Creative Commons Music Pick Project (Retired):
http://forums.mtgsalvation.com/showthread.php?t=336498
Hoping for a cure, or at least an outbreak.
Level 1 Judge (yay)
10 Mountain
9 Forest
3 Rootbound Crag
4 Mutavault
Creatures x 22
4 Reckless Waif
1 Hanweir Watchkeep
1 Afflicted Deserter
2 Instigator Gang
2 Wolfbitten Captive
4 Mayor of Avabruck
2 Daybreak Ranger
2 Ulvenwald Mystics
4 Immerwolf
4 Brimstone Volley
4 Full Moon's Rise
4 Moonmist
The high land ratio was mostly because I kept switching cards and didn't stop to count enough times, heheh, although I never got mana screwed with so many lands I guess I could cut one or two at most, as I wouldn't want to begin with less than two lands minimum in my starting hand.
Now, to the cards:
Lands: Mutavault fits snuggly into any tribal deck as well as Cavern of Souls, I used the manland because it can act as a tiny mana sink to put pressure and attack more often.
Creatures:
I begun with some combinations and then changed a bit some of the critters until I settled tried to pursue the ones that gave a bonus from human to werewolf that was more than simply +1/+1, Reckless Waif and Wolfbitten Captive start applying pressure early, Mayor and Immerwolf are cards one simply can't miss for this deck, Daybreak Ranger is surprisingly good against decks with many tiny fliers, and Instigator Gang might win you games out of nowhere once it becomes Wildblood Pack, I mean, it goes from a 3/3 to a 8/5 trampling monster, few werewolves can hit harder than that.
Others:
The spells are just cards I thought that would work fine on this deck, with all the creatures dying here and there, Brimstone Volley deals 5 damage more often than anybody would be comfortable with, I used it for 3 damage just to get rid of small critters as Lords, usually aiming it at the face for 5; Full Moon's Rise does a fine job giving the much needed trample to a bunch of big vanilla werewolves, making them really threatening; and Moonmist is the "I flip the table" card that's basic for any werewolf deck that plays G, it packs removal, defense and a brutal offense by transforming all your werewolves in the spot, a well-timed Moonmist might steal games that seemed impossible before (That's been my experience so far)
The most recent werewolves I might want to try are Lambholt Pacifist because its absurd cost/size ratio as very few cards offer you a possible 4/4 for two mana, Geier Reach Bandit to have yet another way to enforce the werewolf transformation on the creatures, and of course Neglected Heirloom and Howlpack Resurgence, these last ones almost tailor made for Lambholt Pacifist; Kessig Forgemaster looks interesting with its inherent ability to ping opposing creatures, screwing with combat math.
I find myself a bit short on the removal department, but being a deck with red there are few ways to go wrong trying some old fashined burn.
Other options I thought now that there are more werewolves in each color would be backup based on either land destruction or discard to make it more difficult for the opponent to cast two spells and make your guys tiny again.
Fan of Both old and new Slivers (But the new ones are still better anyway)
C Call of Emrakul - G vs R DD: Elves vs. Goblins - W vs B DD: Divine vs. Demonic - WUB Esper Artifice - RGW Aura Dancers
WUBRG Wrath of the Reaper King - WB Men of Faith - B Mercenaries - UB Phyrexian Assault 2.0 - WU Artifacts of Empires
BR Skeleton Warriors - RG Night of The Howlpack - B Bog Murderers - BR Eldrazi Assault - BGU Ulamog's Swarm
If this is a casual deck and you can't afford a play set, just use proxies until you have saved up enough money for the real thing (or wait to see if it gets reprinted in Eternal Masters).
Active Player: 1994-1999, 2016-
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