COMMON Aim High. Untap instants are always tricky to play around; often you will just have to try to get it out of their hand. You can, at worst, try to occasionally finagle use of this to prevent their werewolves from flipping. Confront the Unknown. We’re gonna see this card’s stock go up as the format evolves; CA combat trick? I think I’m ready for it. Dual Shot. Adds some risk your “free” attacks. Try not to get too blown out. Grotesque Mutation. Fortunately, the toughness boost should keep this from being too horrible a blowout, and it will more often be used on the attack. It shouldn’t be too bad a trick to play around, but for the sake of all that is good, be careful with your alpha strikes in a race! Jace’s Scrutiny. How bad does a cantrip have to be to still be playable? Surprisingly bad. Not a high pick, but beware blue opponents offering a trade. Might Beyond Reason. Though the four-drop slot is a bit choked, devouring an opposing creature is a pretty powerful effect, even without delirium. Rush of Adrenaline. Not super worried here; if you get a telegraph that says “Boy, this is dumb attack, huh?” you should expect this. I may try to draw this out early anyway, just so I can chump those fat wolves later on without so much fear. Strength of Arms. +2/+2 for 1 mana is already a good rate for a trick; keep in mind, of course, that if cast during the declare attackers step, the token can add yet another point of power to help take your attacker down. Survive the Night. Not as groanworthy as Make a Stand, but, man, cantrips.. people will be happier putting this in their deck than we were with Make a Stand, so be wary. Uncaged Fury This is the game-stealer, right here. Combat math against red decks will be a nightmare, and the mere existence of this card makes every life point below 12 a bit nerve-wracking.
UNCOMMON Howlpack Resurgence. Obviously only something to keep in mind against a weredeck, but something to very much keep in mind against a weredeck. Could lead to one-sided board wipes if you’re not careful. Spiteful Motives. Quite a backbreaker; flip your wolves on your turn, make one a brutal threat on theirs… Tenacity. Full team pump, likelink, race over.
COMMON MADNESS CARDS
It's gonna be a bit tricky to play around Madness cards at first, so here are just the commons... of course, the caveat here is that they are only instant speed if your opponent has a discard outlet. Murderous Compulsion. Can’t play around this forever, but it’s worth noting. Destroying an attacker at instant speed is powerful. EDIT*** and if anyone is playing that crappy white tapper, this is just a Doom Blade.*** Nope! Timing on the triggers does not allow for Compulsion to target the creature until it's tapped, and that will be after any Madness card discarded to the tapper's ability has resolved. Senseless Rage. Instant speed mitigates a lot of the disadvantage of Auras, if played properly. Twins of Maurer Estate. I already hate playing against this card, and If yet to draft my first SOI.
HONORABLE MENTION Stormrider Spirit. 3/3 flying flash for 4U? Oof. Blue decks getting to have their counterspell magic and eat it, too? Oof, I say.
Skin could do some serious beating if we're trying to go faster than our opponent, and it looks like we may be; but, I neglected the minor upside of Thrall providing our only means of turning on deathtouch in our drones (except unplayable Sea Gate or Grave Birthing.) Vote changed.
I don't have strong feelings here one way or the other. Wilds would obviously make the deck, but not be super necessary. Sire is not bomby enough to splash here; we need all the CC we can get. I'm fine with Slab Hammer.
The pick is between Raptor, Claws, and Translator at a distant 3rd. I like Captain's Claws mostly for the power boost. Raptor is fine, though, if y'all want that instead... we do only have 10 creatures so far. I guess I'm taking Claws on the off chance we pick up some relevant Rally-allies.
Aim High. Untap instants are always tricky to play around; often you will just have to try to get it out of their hand. You can, at worst, try to occasionally finagle use of this to prevent their werewolves from flipping.
Confront the Unknown. We’re gonna see this card’s stock go up as the format evolves; CA combat trick? I think I’m ready for it.
Dual Shot. Adds some risk your “free” attacks. Try not to get too blown out.
Grotesque Mutation. Fortunately, the toughness boost should keep this from being too horrible a blowout, and it will more often be used on the attack. It shouldn’t be too bad a trick to play around, but for the sake of all that is good, be careful with your alpha strikes in a race!
Jace’s Scrutiny. How bad does a cantrip have to be to still be playable? Surprisingly bad. Not a high pick, but beware blue opponents offering a trade.
Might Beyond Reason. Though the four-drop slot is a bit choked, devouring an opposing creature is a pretty powerful effect, even without delirium.
Rush of Adrenaline. Not super worried here; if you get a telegraph that says “Boy, this is dumb attack, huh?” you should expect this. I may try to draw this out early anyway, just so I can chump those fat wolves later on without so much fear.
Strength of Arms. +2/+2 for 1 mana is already a good rate for a trick; keep in mind, of course, that if cast during the declare attackers step, the token can add yet another point of power to help take your attacker down.
Survive the Night. Not as groanworthy as Make a Stand, but, man, cantrips.. people will be happier putting this in their deck than we were with Make a Stand, so be wary.
Uncaged Fury This is the game-stealer, right here. Combat math against red decks will be a nightmare, and the mere existence of this card makes every life point below 12 a bit nerve-wracking.
UNCOMMON
Howlpack Resurgence. Obviously only something to keep in mind against a weredeck, but something to very much keep in mind against a weredeck. Could lead to one-sided board wipes if you’re not careful.
Spiteful Motives. Quite a backbreaker; flip your wolves on your turn, make one a brutal threat on theirs…
Tenacity. Full team pump, likelink, race over.
COMMON MADNESS CARDS
It's gonna be a bit tricky to play around Madness cards at first, so here are just the commons... of course, the caveat here is that they are only instant speed if your opponent has a discard outlet.
Murderous Compulsion. Can’t play around this forever, but it’s worth noting. Destroying an attacker at instant speed is powerful.
EDIT*** and if anyone is playing that crappy white tapper, this is just a Doom Blade.***Nope! Timing on the triggers does not allow for Compulsion to target the creature until it's tapped, and that will be after any Madness card discarded to the tapper's ability has resolved.Senseless Rage. Instant speed mitigates a lot of the disadvantage of Auras, if played properly.
Twins of Maurer Estate. I already hate playing against this card, and If yet to draft my first SOI.
HONORABLE MENTION
Stormrider Spirit. 3/3 flying flash for 4U? Oof. Blue decks getting to have their counterspell magic and eat it, too? Oof, I say.
BY COLOR
Green
Aim High, Might Beyond Reason, Confront the Unkown, Howlpack Resurgence
Black
Grotesque Mutation, Twins of Maurer Estate, Murderous Compulsion
Red
Senseless Rage, Uncaged Fury, Spiteful Motives, Rush of Adrenaline, Dual Shot
White
Strength of Arms, Survive the Night, Tenacity.
Blue
Jace's Scrutiny, Stormrider Spirit
EDIT: vote changed. Carrier Thrall
The pick is between Raptor, Claws, and Translator at a distant 3rd. I like Captain's Claws mostly for the power boost. Raptor is fine, though, if y'all want that instead... we do only have 10 creatures so far. I guess I'm taking Claws on the off chance we pick up some relevant Rally-allies.