It might not be useful in the pure aggro version of the werewolf deck, but there may be a variant deck that uses werewolves for early beatdown then shifts to a Worldslayer + Full Moon's Rise combo that nukes everything on the board except your creatures. Since a lot of werewolves have evasion (trample, intimidate, can't be blocked except by two, etc) I'm wondering if a Werewolf-Worldslayer deck might work.
Cool combo. Probably too pricey, and needs too many cards out to work.
It's like how back in the day they gave all colors a sick tutor (Mystical, Enlightened, Vampiric, Worldly) except red. They tried to make up for it in Urza with Gamble but the damage was done.
Cool combo. Probably too pricey, and needs too many cards out to work.
It's a three card combo, and one of those cards is 'any werewolf'. You don't find many combos with fewer cards than that.
But I have no idea what the format is like these days, so it may be too expensive and slow. Maybe in a more controlling W/G werewolves variant or something.
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It's a three card combo, and one of those cards is 'any werewolf'. You don't find many combos with fewer cards than that.
But I have no idea what the format is like these days, so it may be too expensive and slow. Maybe in a more controlling W/G werewolves variant or something.
Most combos with three or more cards are off to the races when the third card resolves.
This requires:
1) a flipped werewolf.
2) full moon on the table.
3) worldslayer on the table, then equipped.
4) and finally an unblocked attack that damages the opp.
5) oh and they can't have any form of removal, seeing as how we require almost every major permanent type (creature, enchantment, artifact).
Like i said, i like the idea, but werewolves seem like the hard way to do it. Something like worldslayer with invisible stalker, and angelic overseer would be way easier to pull off. But, still way too easy to disrupt. Too bad worldslayer costs 5 to play and another 5 to equip.
edit: I forgot werewolves are werewolves in human form too. But still hard to pull off.
It's like how back in the day they gave all colors a sick tutor (Mystical, Enlightened, Vampiric, Worldly) except red. They tried to make up for it in Urza with Gamble but the damage was done.
Outlaw (flipped) + Full Moon rise + Inquisitors Flail swings for swing for 16 trample and is reletivly easy to pull off (possible on turn 4 in my deck)
[QUOTE=Bobwayne17;/comments/3309036]Ironsmith isn't that good too me when compared with how amazing Daybreak Ranger. [QUOTE=Bobwayne17;/comments/3309036]
Running the ranger but the first strike on ironsmith is clutch with Inquisitor's Flail
Those spots are better used with GSZ or something. GSZ for 2, get Mayor if you don't have Outlaw/Red mana.
I think GSZ is really really strong in this deck because Mayor is just that good.
GSZ to get Mayor costs 2G. That is not a T2 play, that is a T3 play. Ironsmith and Gatstaf Shepherd are both good cards in their own right. I'm partial to Shepherd, but that's just preference.
I think gatstaf shepherd its good but not good enough to have 4 slots, yeah intimidate its good but after a artifact block + green its always popular color his intimidate skill just dont work well
About Daybreak Ranger & Nightfall Predator, the archer skill its good bc we dont have defense vs flyers eccept our removals, but wasting a 3 dmg spell for a 2/2, 2/1 or 1/1 flying creature mmmm, and the fight skill at night its just crazy
example for a quick test, im blocking, block all attackers I can, cast moonmist, before combat dmg I fight the 3/3 I cant block (dead), then combat dmg, my creatures live, the blocked creatures no
GSZ to get Mayor costs 2G. That is not a T2 play, that is a T3 play. Ironsmith and Gatstaf Shepherd are both good cards in their own right. I'm partial to Shepherd, but that's just preference.
Yeah, GSZ FOR 2. T2 you could incinerate/shock something if you don't have the mayor.
I don't really think either are that good tbh, but 2 of your preference max.
I don;t know if I want to make a mixed deck of red and green werewolves. I'm going to try my hand at a mono colored version of both red and green first to see how those work out then I mix the best of those together.
What about replacing Gatstaf Shepherd with Hamlet Captain? The Captain's +1/+1 will go on the stack before Moonmist is played. It helps mitigate the games when you get unlucky and don't a draw Moonmist.
I'm really excited about how this deck is turning out It seems like it is going to be quite competitive, and lots of fun to play. Ive put together what cards i got from my booster box, but i need to do some more shopping/trading to get the last few playsets complete....
I'd like to get my hands on some Manabarbs to see how they play out, as they seem quite interesting. Does anyone find they are effective?
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While the Barbs seem effective, I doubt that they will have enough impact. No one would mind tapping their lands for a few spells if it means getting rid of your Werewolves. Instead i'd focus on utility and burn. The Red Zenith seems like a decent card, its rather undervalued and pretty cheap.
Hmmm yes good point, RSZ would be a good addition if there isn't enough removal already, although vs something with flashback can be a tough decision... Better removal but only a chance at being recurred (at least when you need it), or crappy/decent removal for flashback when you need it..
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^^^
I was actually thinking something like Devil's Play might be good as a one-of as a sort of finisher or to kill titans, especially against control. The added flashback on it can make it do both if your opponents on like 3-4 life after you've ran out of gas.
I like Brimstone Volley more, but that doesn't mean it's better... It can be a 3 drop Lava Axe, but on its own it's a 3 mana Incinerate. However, if you have a consistent way of producing the Morbid trigger, then I believe it's worth running. My only recommendation would be to watch your curve and how many three drop slots your deck can support, and how many you're running.
As good as Devil's Play is, I don't see it taking more precedence over Red Sun's Zenith. Wurmcoil Engine hoses this deck and there are a fair bit of graveyard abilities with other creatures now, so I'd prefer the zenith.
I sort of understand Instigator Gang, but it seems like overkill.
But why do so many people think Daybreak is playable in the slightest, much less "good"?
Disclaimer: I have played about 2 fair games with werewolves (I've played a few more than that but over half of them involved me mulling to 4 or 5 because of land problems in a 23-land deck :-/)
I have been testing with this version I putted together. It works great, but if a deck has Ratchetbomb MD (like my U/W) things get a bit ugly on the flipside of things (it is a pun... I know, its bad, Im sorry)
Gustaf Shepard and Reckless Waif are the MVPs vs control decks (tested vs Solar Flare and U/W Control) and with the amount of burns in the deck, they are sweet vs aggro decks aswell (tested vs Humans and RDW)
I was wondering since Mayor of Avabruck is a main stay card and Kessig Cage Breaker has been in a few lists, maybe no more then 3 copies of Parallel Lives could see some play. Other then that I look forward to getting back in the game with such a flavorful tribe.
I sort of understand Instigator Gang, but it seems like overkill.
But why do so many people think Daybreak is playable in the slightest, much less "good"?
Often I've found that I've needed some overkill by the time Instigator Gang comes out. Werewolves hasn't done as much damage as other aggro decks by then.
I'm still dubious about Daybreak Ranger myself, though I'm giving it a shot. At worst it's a repeatable Lightning Bolt, though a 6/5 Nightfall Predator that can regenerate isn't unreasonable. If I take the ranger out I'll replace it with instant removal, I guess it depends on how fragile I think she'll end up being.
No SB as of yet and i don't see why people don't use birds to accelerate into the bigger threats. The birds also give you more turn one options. I'm thinking about adding more nonbasics but i'm not sold just yet.
Cool combo. Probably too pricey, and needs too many cards out to work.
Cheers
It's a three card combo, and one of those cards is 'any werewolf'. You don't find many combos with fewer cards than that.
But I have no idea what the format is like these days, so it may be too expensive and slow. Maybe in a more controlling W/G werewolves variant or something.
Life is funny. Death is funnier. Mass slaughter can be hilarious.
Most combos with three or more cards are off to the races when the third card resolves.
This requires:
1)
a flippedwerewolf.2) full moon on the table.
3) worldslayer on the table, then equipped.
4) and finally an unblocked attack that damages the opp.
5) oh and they can't have any form of removal, seeing as how we require almost every major permanent type (creature, enchantment, artifact).
Like i said, i like the idea, but werewolves seem like the hard way to do it. Something like worldslayer with invisible stalker, and angelic overseer would be way easier to pull off. But, still way too easy to disrupt. Too bad worldslayer costs 5 to play and another 5 to equip.
edit: I forgot werewolves are werewolves in human form too. But still hard to pull off.
Outlaw (flipped) + Full Moon rise + Inquisitors Flail swings for swing for 16 trample and is reletivly easy to pull off (possible on turn 4 in my deck)
I really, really think that Gatstaf Shepard and Village Ironsmith shouldn't be in the deck at all.
Those spots are better used with GSZ or something. GSZ for 2, get Mayor if you don't have Outlaw/Red mana.
I think GSZ is really really strong in this deck because Mayor is just that good.
Running the ranger but the first strike on ironsmith is clutch with Inquisitor's Flail
GSZ to get Mayor costs 2G. That is not a T2 play, that is a T3 play. Ironsmith and Gatstaf Shepherd are both good cards in their own right. I'm partial to Shepherd, but that's just preference.
About Daybreak Ranger & Nightfall Predator, the archer skill its good bc we dont have defense vs flyers eccept our removals, but wasting a 3 dmg spell for a 2/2, 2/1 or 1/1 flying creature mmmm, and the fight skill at night its just crazy
example for a quick test, im blocking, block all attackers I can, cast moonmist, before combat dmg I fight the 3/3 I cant block (dead), then combat dmg, my creatures live, the blocked creatures no
I thing the ranger worth the try
Yeah, GSZ FOR 2. T2 you could incinerate/shock something if you don't have the mayor.
I don't really think either are that good tbh, but 2 of your preference max.
Edit: Also, if you were to have 4 of one and 3 of the other, would you go 4 Instigator Gangs or 4 Daybreak Rangers?
Everyone should go play Skullgirls when it comes out:
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4 gangs & 3 rangers, bc gang give u the +1/+3 bonus in atk
Most of the time the were is cheaper to cast directly, but then we can't flip. The amulet would let us get him down and flip him next turn.
I'd like to get my hands on some Manabarbs to see how they play out, as they seem quite interesting. Does anyone find they are effective?
Standard
GWU BantRestoWurm UWG
EDH
RGURiku's Happy Fun TimesUGR
UBRThraximundarRBU
There are few problems that can't be solved by putting a hole in the world. - Lux Cannon
Hmmm yes good point, RSZ would be a good addition if there isn't enough removal already, although vs something with flashback can be a tough decision... Better removal but only a chance at being recurred (at least when you need it), or crappy/decent removal for flashback when you need it..
Standard
GWU BantRestoWurm UWG
EDH
RGURiku's Happy Fun TimesUGR
UBRThraximundarRBU
There are few problems that can't be solved by putting a hole in the world. - Lux Cannon
I like Brimstone Volley more, but that doesn't mean it's better... It can be a 3 drop Lava Axe, but on its own it's a 3 mana Incinerate. However, if you have a consistent way of producing the Morbid trigger, then I believe it's worth running. My only recommendation would be to watch your curve and how many three drop slots your deck can support, and how many you're running.
As good as Devil's Play is, I don't see it taking more precedence over Red Sun's Zenith. Wurmcoil Engine hoses this deck and there are a fair bit of graveyard abilities with other creatures now, so I'd prefer the zenith.
Just a quick point... have you forgotten Ancient Grudge? Kinda speaks for itself really..
Standard
GWU BantRestoWurm UWG
EDH
RGURiku's Happy Fun TimesUGR
UBRThraximundarRBU
There are few problems that can't be solved by putting a hole in the world. - Lux Cannon
I sort of understand Instigator Gang, but it seems like overkill.
But why do so many people think Daybreak is playable in the slightest, much less "good"?
Disclaimer: I have played about 2 fair games with werewolves (I've played a few more than that but over half of them involved me mulling to 4 or 5 because of land problems in a 23-land deck :-/)
My build currently looks something like:
4 Copperline Gorge
7 Forest
7 Mountain
1 Kessig Wolf Run
4 Mayor of Avabruck
4 Kruin Outlaw
3 Phyrexian Metamorph
4 Moonmist
4 Manabarbs
4 Arc Trail
6 cards i can't remember at the moment.
I've been thoroughly unimpressed with Manabarbs from my very limited playing.
Remember, kids: Never fight with Flashback, 'cause Flashback always wins.
Gustaf Shepard and Reckless Waif are the MVPs vs control decks (tested vs Solar Flare and U/W Control) and with the amount of burns in the deck, they are sweet vs aggro decks aswell (tested vs Humans and RDW)
4 Mayor of Avabruck
4 Gustaf Shepard
3 Kruin Outlaw
2 Instigator Gang
2 Garruk Relentless
4 Shock
4 Incinerate
3 Green Sun's Zenith
3 Full Moon's Rise
2 Moonmist
2 Brimstone Volley
4 Rootbound Crag
4 Kessig Wolf Run
5 Mountain
5 Forest
1 Ghost Quarters
2 Dismember
4 Ancient Grudge
2 Brimstone Volley
2 Moonmist
3 Arc Trail
2 Beast Within
Often I've found that I've needed some overkill by the time Instigator Gang comes out. Werewolves hasn't done as much damage as other aggro decks by then.
I'm still dubious about Daybreak Ranger myself, though I'm giving it a shot. At worst it's a repeatable Lightning Bolt, though a 6/5 Nightfall Predator that can regenerate isn't unreasonable. If I take the ranger out I'll replace it with instant removal, I guess it depends on how fragile I think she'll end up being.
4 Copperline Gorge
4 Rootbound Crag
8 Forest
7 Mountain
Creatures 20
4 Birds of Paradise
4 Reckless Waif
4 Mayor of Avabruck
4 Kruin Outlaw
2 Instigator Gang
2 Daybreak Ranger
4 Moonmist
4 Green Sun's Zenith
4 Full Moon's Rise
2 Garruk Relentless
3 Arc trail
Thanx to Bookworm10 for the Sig.
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