Barkhide Troll;
GG casting cost
3/3
Can removal its +1/+1 counter to dodge removal
Unless dedicated, becomes a 2/2 bear
Can easily gain counters if we add cards
Werewolf Pack Leader:
GG casting cost
3/3
No inherent protection
Ability to draw us cards
Expensive pump ability, which is easily gained via rancor
I believe each card does something different, but I lean towards Barkhide
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It's easy to believe you're a god when you're twice as powerful as everyone else.
the new werewolf let you draw a card and have a late game ability with trample ( don't understimate it ), barkhide troll has the +1/+1 synergy counter and a one time self hexproof
imho werewolf is far far better, to protect your creatures you have already a lot of spell ( aspect/vines ecc...) aslo the ability to draw/late game sink cover the biggest problem of this deck, the lack of gas
The not coming into play tapped early is nice, but the variable body defeats the purpose of the manland size to utility. That and if your actually playing hexdrinker/Rhonas you don't honestly need another mana sink.
One of the reasons we are discussing the werewolf is that ALOT of our creatures just make the requirement cut easily enough so its all upside even if it can be destroyed/targeted.
yeah i think that every creature in stompy has to be a creature that has to be answered or they lose, and the wolf is even more dangerous as that it can be a 5/3 with trample. and not just chumped blocked which most other creature in our list suffer from.
Honestly I look at the second ability as if I can, rather than I need to do it do it do it. If I want that we always have rancor or other options. If it works fine but I'm way more interested in the card advantage which is something we really desire.
if they can't remove ( if you tapped out they can ) they will just block him, remember by turn 3 (when barkhide troll attack) is just a 3/3, nothing impressive in modern, but with the werewolf you can actually draw card (huge value) and maybe you have a larger body late game.
p.s: 2 mana 3/3 is not a great deal in modern but for sure werwolf far far better than troll
I run a super heavy creature based deck, clocking in at 29. Since I run so heavy on the ground I want/need creatures with more inherent protection to help grind out matches.
I think in hyper hyper builds, wolf is good. But in control/midrange games troll all day
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It's easy to believe you're a god when you're twice as powerful as everyone else.
I think troll is a 2 or 3 sideboard card that could be main board depending on meta - It can't be saved on turn 2 just like the wolf so its gets no bonus on turn two. On turn three i can go to combat and with a 3/3 troll and and a 2/1 other creature or a 3/3 wolf and 2/1 other. If they bolt my troll i pay 1 and i can't cast a 3 mana creature if i save the troll. Either way i either advance my board with a 5/4 steel leaf champion or i save my troll cast nothing or another troll.
In that scenario if i save the troll and cast another troll, next turn i am attacking for 7 (3/3, 2/2, 2/1) if nothing is killed or i am attacking for 7 with a 2/1 and a 5/4 that can't be blocked by small creatures or bolted.
But in your scenario, the same applied to the werewolf as well. You'd be down a creature regardless if you could save it or not.
Having that option is fantastic if you're going to combat, I'd rather save my troll and play another two drop, than lose my existing two drop and just play a 5/4.
Saving the troll also gives you more bodies for an Aspect, Vines, etc whereas you're hoping one of two minions can push damage.
If they're bolting my trolls that is fine since it's less burn for my face.
I'm also going to be running 2-4 Snakeskin Veil to help bolster my deck, and removing my Vines altogether.
I just don't think paying 4 mana for a +2/+0 and trample is good on a 3/3. Card draw is good however
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It's easy to believe you're a god when you're twice as powerful as everyone else.
i did take that into account - your attacking for 7 either way. If they bolt the wolf or troll on turn two, you still cast a 3 mana creature turn 3. If they bolt either of them on turn 3 you pay 1 to save the troll you cant cast a bigger creature on turn three. You lose the wolf and still cast a 3 mana creature.
I understand in your scenario you can aspect or vines on turn 3 after saving the troll, where in my scenario you would hold it and cast the 3 mana creature. In my state you advance the board state for a bigger creature, but it might be worthwhile to have both and lower the curve even more, lol.
My personal opinion vs Barkhide and Him
Barkhide Troll;
GG casting cost
3/3
Can removal its +1/+1 counter to dodge removal
Unless dedicated, becomes a 2/2 bear
Can easily gain counters if we add cards
Werewolf Pack Leader:
GG casting cost
3/3
No inherent protection
Ability to draw us cards
Expensive pump ability, which is easily gained via rancor
I believe each card does something different, but I lean towards Barkhide
imho werewolf is far far better, to protect your creatures you have already a lot of spell ( aspect/vines ecc...) aslo the ability to draw/late game sink cover the biggest problem of this deck, the lack of gas
this wolf is the kind of creature I would try to kill right away, if I'm playing against a stompy deck.
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Want to play a UW control deck in modern, but don't have jace or snaps?
Please come visit us at the Emeria Titan control thread
On a side note, I am going to replace my Treetop Villages (2) with Nest of the Hydra http://www.magicspoiler.com/mtg-spoiler/hydras-nest/
I think it's amazing if we're talking about mana sinking. It can also hit hard and come into play untapped.
One of the reasons we are discussing the werewolf is that ALOT of our creatures just make the requirement cut easily enough so its all upside even if it can be destroyed/targeted.
but if you have to choose nest>>treetop
I like Barkhide Troll for being a similar stat line, but make the opponent sweat because they can't remove it efficiently.
p.s: 2 mana 3/3 is not a great deal in modern but for sure werwolf far far better than troll
I think in hyper hyper builds, wolf is good. But in control/midrange games troll all day
In that scenario if i save the troll and cast another troll, next turn i am attacking for 7 (3/3, 2/2, 2/1) if nothing is killed or i am attacking for 7 with a 2/1 and a 5/4 that can't be blocked by small creatures or bolted.
Having that option is fantastic if you're going to combat, I'd rather save my troll and play another two drop, than lose my existing two drop and just play a 5/4.
Saving the troll also gives you more bodies for an Aspect, Vines, etc whereas you're hoping one of two minions can push damage.
If they're bolting my trolls that is fine since it's less burn for my face.
I'm also going to be running 2-4 Snakeskin Veil to help bolster my deck, and removing my Vines altogether.
I just don't think paying 4 mana for a +2/+0 and trample is good on a 3/3. Card draw is good however
I understand in your scenario you can aspect or vines on turn 3 after saving the troll, where in my scenario you would hold it and cast the 3 mana creature. In my state you advance the board state for a bigger creature, but it might be worthwhile to have both and lower the curve even more, lol.
So becoming a more sticky deck appeals to me, but for those that are running Vines, Blossoming, etc. Running Wolf gives them more oomp