So after some contemplating and a tad bit of card hunting I've finally build my first Commander deck. With the initial deck put together it's time to start the tweaking, as the test runs I had with it definitely showed that it needs some work, despite that it's been fun to play with my own deck over using borrowed and pre-constructed decks.
Goals of the deck:
- Pump out the werewolves, wolves and wolf tokens
- Fight threats
- Use the pack to overrun opponents
Building the deck I knew that going with the Innistrad werewolves that flipping them would be the challenge, so I chose not to focus on getting them flipped but instead have them punish my opponents should they allow it to happen. Since the base of my deck was still centered around these cards I initially added all of them, but after play testing I think cutting back on a few of them to make space for other cards might be a good idea though the theme still has to be present.
One other issue I ran into when making the deck was obviously my budget. It's easy to find a lot of good cards that could bump up the deck but affording them is another thing, especially since I don't own too many cards since I sold off the majority of my collection a few years ago. Because of that I've chosen the current manabase, sticking mainly to life gain and bounce lands. The comes tapped into play obviously hurts the aggressiveness of the deck but it does ensure that I have access to my colors.
As I expected play testing showed that the deck puts me on a quick clock once flyers hit the battlefield, I can fight a few but it's still a significant weakness since I do need to have the cards to do so. Again budget reasons has for now ruled out the better tutoring options, for which I am considering adding a Rummaging Goblin to the deck. It's not much but would allow me to cycle my cards a little, while Elixir should be able to get me those cards back at a later stage. To deal better with flyers Gravity Well seems to be the best affordable way to throw my opponents flyers to the wolves.
So while the deck has some removal options, I think the deck could definitely be improved on this part. Intimidation Bolt, Destructive Revelry and Ancient Grudge are options I'm considering as cards that could go in, the Bolt being pretty much a card I want to add. Most cards I have now also provide the option to populate, letting me bring more wolf tokens out onto the board, but they are generally no definite answers to threats. I did consider adding Growing Ranks as a way to boost token production, but so far excluded it since it takes a turn to set up and in general the deck will want to be aggressive to have a chance. It has been tempting to add a Bow of Nylea but in a way it feels rather cheaty due to the deathtouch.
A positive note was that Power Conduit was a key card in most my matches, since it allowed me to reuse the undying mechanic on the wolves I included. To improve my chances here I am going to throw in an Arcbound Fiend as well which will also work well with the planned inclusion of Atarka Monument and Dromoka Monument. They will be able to take on the Fiend's counters, while both helping my mana base and providing additional ways to deal with potential flyers.
I'm also quite happy with the choice of Marath, Will of the Wild as the commander, as it has been able to pull double duty quite well. Allowing my wolves to become bigger and act as removal for potential threats. Stonebrow, Krosan Hero has been allowing my Overruns to hit even harder while Gahiji, Honored One encourages an aggressive playstyle in general. To support the deck a bit more I've been considering adding Rumbling Baloth as well, providing a way to give my creatures trample and enable Stonebrow's buff, but it does rely on the commander to be in play and from playing I know Marath is generally not that long on the board. Nylea, God of the Hunt might be an alternative to the Baloth albeit more expensive, still have to think about my budget after all.
The deck definitely is currently suffering from the fact that I don't have Master of the Wild Hunt yet. Budget again hurt me here but I plan on trying to squeeze this one in, as it would help the deck significantly. So that card is going to be added once I can afford it.
Obviously with the soon arriving Dragons of Tarkir set there will be a few other cards to consider as well, but having scavenged cards lists for some time now I do feel like I hit a slight point of tunnel vision, in that I do seem to end up with the same cards. So I was hoping to get a few suggestions on cards that could be potentially boarded in that I might have overlooked. Again keep in mind that I am running on a budget, so I'd prefer cards that are like under a $1 a piece. Things have to remain fun after all.
Also, with new cards going in, some cards have to go out, so that will be the next challenge for me to face. As cuts have to be made in order to tweak the deck a bit more. I'm open to suggestions here on this as well, though I will be trying to keep the deck somewhat on theme.
Personally I think Yasova, Dragonclaw is the only commander worth using for a werewolf tribal deck. Blue gives you access to Clones which means more werewolves. It also gives some instant speed cantrips which helps flip werewolves and find werewolves.
Also Yasova has the hidden ability were if she conscripts a human and you have a flipped werewolf you werewolf will bite the conscripted human turning it into a new werewolf which you keep forever since your opponent's creatures will be to terrified to have a bloodthirsty, murderous werewolf on their battlefield. It's true.
As I expected play testing showed that the deck puts me on a quick clock once flyers hit the battlefield
So while the deck has some removal options, I think the deck could definitely be improved on this part. Intimidation Bolt, Destructive Revelry and Ancient Grudge are options I'm considering as cards that could go in, the Bolt being pretty much a card I want to add.
You have problems with creatures not creatures that fly specifically. You just need more removal. You're deck has four fight effects, a Wild Slash, and a Smite the Monstrous. Four of those are board dependent and sorcery speed and the other two have a wide range of things they can't hit. Of course you're having problems with creatures. You also seem to have an Oblivion Ring which I missed on first glance.
Sorry for the delay on my reaction to your suggestions, sadly came down with the flu so no time to sit behind the computer or the cards. Anyways...
Armageddon (will help flip your Werewolves)
Austere Command (works really well with tokens and flipped Werewolves)
Titanic Ultimatum (the ultimate Naya pump spell)
Armageddon would likely be less effective in my deck since flipping is not a real priority in it, also with the limited ramp that I have and it being a sorcery it might actually hurt me as big creatures is not something I really have unless a card flips or gets pumped. Austere Command is something I'll consider as a future addition, been spending quite a bit already so far, so this one I rate slightly above budget. Nonetheless its something I should be adding so thanks for the suggestion on it. The Titanic Ultimatum is a card if definitely overlooked and one I'll be adding to help the deck out, so a big thanks there as well
Personally I think Yasova, Dragonclaw is the only commander worth using for a werewolf tribal deck. Blue gives you access to Clones which means more werewolves. It also gives some instant speed cantrips which helps flip werewolves and find werewolves.
Also Yasova has the hidden ability were if she conscripts a human and you have a flipped werewolf you werewolf will bite the conscripted human turning it into a new werewolf which you keep forever since your opponent's creatures will be to terrified to have a bloodthirsty, murderous werewolf on their battlefield. It's true.
I personally still prefer Marath, since its a bit of a wolves themed deck the title Will of the Wilds is rather fitting, also it's abilities have been quite useful to me. I know switching out the white is an option but for now it's a color I'd like to stick to. Call it maybe old habits but I guess been a bit of a Selesnya player in the past
You have problems with creatures not creatures that fly specifically. You just need more removal. You're deck has four fight effects, a Wild Slash, and a Smite the Monstrous. Four of those are board dependent and sorcery speed and the other two have a wide range of things they can't hit. Of course you're having problems with creatures. You also seem to have an Oblivion Ring which I missed on first glance.
The lack of removal was something I was aware of when initially constructing the deck, but where I deemed the theme to be the main guideline for the deck, I decided to run with cards that support the theme first and from there see what I can/could/should cut to bring in more removal. A lot of it is going to be about how much I will want to sacrifice of the theme to make it more competitive, that said for me is having fun while being on theme a priority. I don't need answers to everything but I'd like to at least provide a bit of a challenge.
Even if you're avoid Path to Exile or Swords to Plowshares because of budget concerns you still have access to Char, Skred, Roast, Flame Slash, Branching Bolt, Journey to Nowhere, Oblivion Ring, Banishing Light, and Suspension Field as spot removal and Pyroclasm, Anger of the Gods, Firespout, Slagstorm, Comet Storm, Starstorm, Clan Defiance, Savage Twister, Rout, Day of Judgment, End Hostilities, Fell the Mighty, Kirtar's Wrath, Martial Coup, Phryexian Rebirth, and Winds of Rath as mass removal. All of which are (likely) under two dollars.
Since my creatures are generally low in power/toughness unless pumped, I'll be adding the Fell the Mighty, since it would enable me to take care of larger threats without hurting myself too much. Also will add the Suspension Field, Clan Defiance and Comet Storm as cards to help my lack of removal.
If you really want to hit flying creatures than use things like Plummet or Windstorm over enchantments that don't do anything.
Windstorm is an option I'll consider and while an enchantment might not do much at first, it could do more than just a one off use. I know there is enough removal for enchantments around but I can only side in so many cards before I end up cutting too much in what I'd like the deck to do.
Deglamer, Unravel the Aether, Nature's Claim, Gleeful Sabotage, Acidic Slime, Reclamation Sage, Harmonic Sliver, Duergar Hedge-Mage, Qasali Pridemage, Krosan Grip, Hull Breach, Wear // Tear, Seal of Cleansing, Seal of Primordium, and Aura Shards are also good options for artifact and enchantment removal.
Of these I decided to shell out a tad bit more and get myself an Aura Shards, though more expensive it could be repeat removal and perhaps keep people from playing a creature which could cause a potential flip. Other cards I might consider based on how much cutting space I have left.
You also have access to Harmonize, Hunter's Insight, Soul's Majesty, Keen Sense and similar effects if you want card draw.
Also in Werewolf theme, and helping fix your draws, and on a budget (last time I looked) is Preferred Selection.
I will often include it in base green decks where I'm a bit light on draw.
Hunter's Insight is on theme but would be a one time draw, but Preferred Selection would make a good alternative for the goblin and more fitting. Also I'm considering to put in a Descendants' Path
Currently my decklist is like this: We Were Wolves
Goals of the deck:
- Pump out the werewolves, wolves and wolf tokens
- Fight threats
- Use the pack to overrun opponents
Building the deck I knew that going with the Innistrad werewolves that flipping them would be the challenge, so I chose not to focus on getting them flipped but instead have them punish my opponents should they allow it to happen. Since the base of my deck was still centered around these cards I initially added all of them, but after play testing I think cutting back on a few of them to make space for other cards might be a good idea though the theme still has to be present.
One other issue I ran into when making the deck was obviously my budget. It's easy to find a lot of good cards that could bump up the deck but affording them is another thing, especially since I don't own too many cards since I sold off the majority of my collection a few years ago. Because of that I've chosen the current manabase, sticking mainly to life gain and bounce lands. The comes tapped into play obviously hurts the aggressiveness of the deck but it does ensure that I have access to my colors.
As I expected play testing showed that the deck puts me on a quick clock once flyers hit the battlefield, I can fight a few but it's still a significant weakness since I do need to have the cards to do so. Again budget reasons has for now ruled out the better tutoring options, for which I am considering adding a Rummaging Goblin to the deck. It's not much but would allow me to cycle my cards a little, while Elixir should be able to get me those cards back at a later stage. To deal better with flyers Gravity Well seems to be the best affordable way to throw my opponents flyers to the wolves.
So while the deck has some removal options, I think the deck could definitely be improved on this part. Intimidation Bolt, Destructive Revelry and Ancient Grudge are options I'm considering as cards that could go in, the Bolt being pretty much a card I want to add. Most cards I have now also provide the option to populate, letting me bring more wolf tokens out onto the board, but they are generally no definite answers to threats. I did consider adding Growing Ranks as a way to boost token production, but so far excluded it since it takes a turn to set up and in general the deck will want to be aggressive to have a chance. It has been tempting to add a Bow of Nylea but in a way it feels rather cheaty due to the deathtouch.
A positive note was that Power Conduit was a key card in most my matches, since it allowed me to reuse the undying mechanic on the wolves I included. To improve my chances here I am going to throw in an Arcbound Fiend as well which will also work well with the planned inclusion of Atarka Monument and Dromoka Monument. They will be able to take on the Fiend's counters, while both helping my mana base and providing additional ways to deal with potential flyers.
I'm also quite happy with the choice of Marath, Will of the Wild as the commander, as it has been able to pull double duty quite well. Allowing my wolves to become bigger and act as removal for potential threats. Stonebrow, Krosan Hero has been allowing my Overruns to hit even harder while Gahiji, Honored One encourages an aggressive playstyle in general. To support the deck a bit more I've been considering adding Rumbling Baloth as well, providing a way to give my creatures trample and enable Stonebrow's buff, but it does rely on the commander to be in play and from playing I know Marath is generally not that long on the board. Nylea, God of the Hunt might be an alternative to the Baloth albeit more expensive, still have to think about my budget after all.
The deck definitely is currently suffering from the fact that I don't have Master of the Wild Hunt yet. Budget again hurt me here but I plan on trying to squeeze this one in, as it would help the deck significantly. So that card is going to be added once I can afford it.
Obviously with the soon arriving Dragons of Tarkir set there will be a few other cards to consider as well, but having scavenged cards lists for some time now I do feel like I hit a slight point of tunnel vision, in that I do seem to end up with the same cards. So I was hoping to get a few suggestions on cards that could be potentially boarded in that I might have overlooked. Again keep in mind that I am running on a budget, so I'd prefer cards that are like under a $1 a piece. Things have to remain fun after all.
Also, with new cards going in, some cards have to go out, so that will be the next challenge for me to face. As cuts have to be made in order to tweak the deck a bit more. I'm open to suggestions here on this as well, though I will be trying to keep the deck somewhat on theme.
Also Yasova has the hidden ability were if she conscripts a human and you have a flipped werewolf you werewolf will bite the conscripted human turning it into a new werewolf which you keep forever since your opponent's creatures will be to terrified to have a bloodthirsty, murderous werewolf on their battlefield. It's true.
You have problems with creatures not creatures that fly specifically. You just need more removal. You're deck has four fight effects, a Wild Slash, and a Smite the Monstrous. Four of those are board dependent and sorcery speed and the other two have a wide range of things they can't hit. Of course you're having problems with creatures. You also seem to have an Oblivion Ring which I missed on first glance.
Even if you're avoid Path to Exile or Swords to Plowshares because of budget concerns you still have access to Char, Skred, Roast, Flame Slash, Branching Bolt, Journey to Nowhere, Oblivion Ring, Banishing Light, and Suspension Field as spot removal and Pyroclasm, Anger of the Gods, Firespout, Slagstorm, Comet Storm, Starstorm, Clan Defiance, Savage Twister, Rout, Day of Judgment, End Hostilities, Fell the Mighty, Kirtar's Wrath, Martial Coup, Phryexian Rebirth, and Winds of Rath as mass removal. All of which are (likely) under two dollars.
If you really want to hit flying creatures than use things like Plummet or Windstorm over enchantments that don't do anything.
Deglamer, Unravel the Aether, Nature's Claim, Gleeful Sabotage, Acidic Slime, Reclamation Sage, Harmonic Sliver, Duergar Hedge-Mage, Qasali Pridemage, Krosan Grip, Hull Breach, Wear // Tear, Seal of Cleansing, Seal of Primordium, and Aura Shards are also good options for artifact and enchantment removal.
You also have access to Harmonize, Hunter's Insight, Soul's Majesty, Keen Sense and similar effects if you want card draw.
I will often include it in base green decks where I'm a bit light on draw.
Armageddon would likely be less effective in my deck since flipping is not a real priority in it, also with the limited ramp that I have and it being a sorcery it might actually hurt me as big creatures is not something I really have unless a card flips or gets pumped. Austere Command is something I'll consider as a future addition, been spending quite a bit already so far, so this one I rate slightly above budget. Nonetheless its something I should be adding so thanks for the suggestion on it. The Titanic Ultimatum is a card if definitely overlooked and one I'll be adding to help the deck out, so a big thanks there as well
I personally still prefer Marath, since its a bit of a wolves themed deck the title Will of the Wilds is rather fitting, also it's abilities have been quite useful to me. I know switching out the white is an option but for now it's a color I'd like to stick to. Call it maybe old habits but I guess been a bit of a Selesnya player in the past
The lack of removal was something I was aware of when initially constructing the deck, but where I deemed the theme to be the main guideline for the deck, I decided to run with cards that support the theme first and from there see what I can/could/should cut to bring in more removal. A lot of it is going to be about how much I will want to sacrifice of the theme to make it more competitive, that said for me is having fun while being on theme a priority. I don't need answers to everything but I'd like to at least provide a bit of a challenge.
Since my creatures are generally low in power/toughness unless pumped, I'll be adding the Fell the Mighty, since it would enable me to take care of larger threats without hurting myself too much. Also will add the Suspension Field, Clan Defiance and Comet Storm as cards to help my lack of removal.
Windstorm is an option I'll consider and while an enchantment might not do much at first, it could do more than just a one off use. I know there is enough removal for enchantments around but I can only side in so many cards before I end up cutting too much in what I'd like the deck to do.
Of these I decided to shell out a tad bit more and get myself an Aura Shards, though more expensive it could be repeat removal and perhaps keep people from playing a creature which could cause a potential flip. Other cards I might consider based on how much cutting space I have left.
Hunter's Insight is on theme but would be a one time draw, but Preferred Selection would make a good alternative for the goblin and more fitting. Also I'm considering to put in a Descendants' Path
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