I've had a Radha, Heir to Keld deck in various states of built for quite a few years. Lately I've had the urge to add a big werewolf component to the deck. I was wondering if I could get some input for construction.
I hadn't been sure of what to do with the deck, since werewolves are kind of fragile in their non-transformed state. A friendly player I talked to on the weekend made a few suggestions that helped out a lot.
First, he suggested adding orbs, or anything else that delays other players from casting spells. Here's what I have so far: Winter Orb Static Orb Tangle Wire Urabrask the Hidden dovetails nicely with Static Orb and Tangle Wire.
The other thing he suggested was mass land destruction. I already figured Radha was a far more resilient commander in terms of mana production and I should have a fairly low mana curve for the most part already. But here's what I have thus far: Ruination Keldon Firebombers Boom // Bust Wildfire
That's the components of the deck thus far. What do you think should be added or taken away? Is there a direction I could be taking the build to make it more resilient? Any suggestions are welcome.
Taurean Mauler and Chameleon Colossus would be good "werewolves" to add, Mauler can snowball pretty hard if left unasnwered, and with enough ramp, Colossus can add a decent finisher
First, love the concept. My playgroup has been playing EDH exclusively for a while now, so my poor 60 card R/G werewolf deck hasn't seen any play - this sounds like the perfect way to reintroduce them, so I hope you don't mind if I put together a deck based off these suggestions
Second, my suggestions for the build:
Flash enablers:
Quicksilver Amulet: while you shouldn't have any trouble casting creatures, the amulet gives you a bit more control over when your werewolves flip or not. Playing creatures on other player's turns is fantastic with werewolves; they're free to attack on your turn, and you get to save spells for the combat phase.
Yeva, Nature's Herald: Gives your green 'wolves flash. Effectively QA #2, if somewhat more limited.
Wolves & Friends:
-Wolfir Avenger/Silverheart: While not technically werewolves, the Wolfir do complement them pretty well; a Silverheart/Outlaw pairing is pretty nasty.
-Master of the Wild Hunt: Somewhat on-theme spot removal and token generation. Not essential, but handy in a pinch.
Mana/Spell interference:
Ruric Thar, the Unbowed: you absolutely want to provide as many disincentives for players to cast spells, and Ruric ensures anyone who tries to flip your wolves is going to take a hefty amount of damage to do so. Add in damage doublers like Furnace of Rath, Dictate of the Twin Gods, etc. to really make them sweat.
Tectonic Instability: forces the table to decide between land drops and spells. Ramp into an early-game lead on mana, and the rest of the table will have to tap themselves out at end of turn to try and keep up. Underdeveloped board or no untapped lands for counterspells, etc. - that's pretty win-win for you.
Price of Glory: PoG is a bit more limited than other land-destruction effects, but it is effective at punishing people for playing counterspells. Whether that justifies its inclusion or not I'll leave up to you.
Lastly, with all those MLD effects, I highly suggest running a good number of mana-rocks. 4-6 would be ideal I think, since Radha helps you out.
Also: Nature's Will
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Radha isn't as good as Ruric Thar, the Unbowed for a pup deck. In fact, your best options are Ruric Thar and a Stax strategy, but the latter kinda makes the puppies a bit winmoar.
I hate Daybreak Ranger for design reasons, personally (Why do you need red mana to use a green ability?), but that's just me.
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Card advantage is not the same thing as card draw. Something for 2B cannot be strictly worse than something for BBB or 3BB. If you're taking out Swords to Plowshares for Plummet, you're a fool. Stop doing these things!
I've always loved the werewolf idea and wanted to build a deck around them though I've never really been able to come up with a decent strat for them. I like the Land D option. I would include Crucible of Worlds and Life from the loam in this deck to get back those lands you just wrecked. Also From the Ashes could be good against those pesky 3+color players while not effecting you that much. I also dunno what your thoughts on Wave of Vitriol are but it seems like it could be good.
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I will be typing up deck lists as soon as I an be bothered, I really only play EDH:
The Werewolves so far:
Huntmaster of the Fells
Daybreak Ranger
Instigator Gang
Kruin Outlaw
Mayor of Avabruck
Mondronen Shaman
Afflicted Deserter
Hanweir Watchkeep
Gatstaf Shepherd
Werewolves yet to be added:
Lambholt Elder
Scorned Villager
Ulvenwald Mystics
Wolfbitten Captive
Village Ironsmith
Werewolves that probably won't make the cut:
Grizzled Outcasts
Reckless Waif
Hinterland Hermit
Villagers of Estwald
Useful non-Werewolf cards:
Immerwolf
Full Moon's Rise
Moonmist
I hadn't been sure of what to do with the deck, since werewolves are kind of fragile in their non-transformed state. A friendly player I talked to on the weekend made a few suggestions that helped out a lot.
First, he suggested adding orbs, or anything else that delays other players from casting spells. Here's what I have so far:
Winter Orb
Static Orb
Tangle Wire
Urabrask the Hidden dovetails nicely with Static Orb and Tangle Wire.
I thought it would be a good idea to add in some cards that mitigated the tapdown effect:
Early Harvest
Mobilize
Vitalize
Seedborn Muse
Quest for Renewal
Since I'm going to go into combat a lot with the deck, I thought these might help too:
Sword of Feast and Famine
Bear Umbra
Garruk Wildspeaker
The other thing he suggested was mass land destruction. I already figured Radha was a far more resilient commander in terms of mana production and I should have a fairly low mana curve for the most part already. But here's what I have thus far:
Ruination
Keldon Firebombers
Boom // Bust
Wildfire
Land destruction I don't have (yet):
Natural Balance
Decree of Annihilation
Impending Disaster
Destructive Force
Epicenter
Ember Swallower
Blood Moon
Magus of the Moon
I'm also going to need recursion to get things back:
Regrowth
Creeping Renaissance
Praetor's Counsel
Genesis
That's the components of the deck thus far. What do you think should be added or taken away? Is there a direction I could be taking the build to make it more resilient? Any suggestions are welcome.
http://tappedout.net/mtg-decks/nekusar-wheeling-pain/?cat=type
Mana Web
War's Toll
Second, my suggestions for the build:
Flash enablers:
Quicksilver Amulet: while you shouldn't have any trouble casting creatures, the amulet gives you a bit more control over when your werewolves flip or not. Playing creatures on other player's turns is fantastic with werewolves; they're free to attack on your turn, and you get to save spells for the combat phase.
Yeva, Nature's Herald: Gives your green 'wolves flash. Effectively QA #2, if somewhat more limited.
Wolves & Friends:
-Wolfir Avenger/Silverheart: While not technically werewolves, the Wolfir do complement them pretty well; a Silverheart/Outlaw pairing is pretty nasty.
-Master of the Wild Hunt: Somewhat on-theme spot removal and token generation. Not essential, but handy in a pinch.
Mana/Spell interference:
Ruric Thar, the Unbowed: you absolutely want to provide as many disincentives for players to cast spells, and Ruric ensures anyone who tries to flip your wolves is going to take a hefty amount of damage to do so. Add in damage doublers like Furnace of Rath, Dictate of the Twin Gods, etc. to really make them sweat.
Tectonic Instability: forces the table to decide between land drops and spells. Ramp into an early-game lead on mana, and the rest of the table will have to tap themselves out at end of turn to try and keep up. Underdeveloped board or no untapped lands for counterspells, etc. - that's pretty win-win for you.
Price of Glory: PoG is a bit more limited than other land-destruction effects, but it is effective at punishing people for playing counterspells. Whether that justifies its inclusion or not I'll leave up to you.
Lastly, with all those MLD effects, I highly suggest running a good number of mana-rocks. 4-6 would be ideal I think, since Radha helps you out.
Also: Nature's Will
GBUTasigur's Treachery GBU
WBR Heartbreaker Tariel WBR
R Kurkesh Kraziness R
Tectonic Instability seems good. And I already have a Ruric Thar... I just don't know why I didn't put him in yet.
EDIT: Something else I discovered was Druids' Repository. Enchantment-based mana sources are rare and precious.
Thanks for the suggestions!
I hate Daybreak Ranger for design reasons, personally (Why do you need red mana to use a green ability?), but that's just me.
On phasing:
Thraximundar Control voltron
Darien, King of Dudes The swarm
Karador, Ghost ChieftainJunk graveyard
Erebos, God of the DeadMy BIG BLACK.......deck
Zedruu the kindhearted My take on Pristaxcontrombmodruu!
Roon of the Hidden Realm Bounce house
Master of the Hunt and Master of the Wild Hunt could work. This seems pretty cool!
Who needs Colours?
My most played EDH deck:
X Kozilek, the Great Distortion
UBR Nekusar, the Mindrazer