Quote from mapccu »1. As mentioned previously, something that can cantrip or make the deck go a little wider. Similar to the elf two drops.
2. A way to interact with combo decks. Werewolves and wolves are slower than elves and lack the necessary colors in RG to disrupt quite a few combo decks unlike merfolk. For example, adnaseum or storm would just roll the deck. Creature based strats are slightly disadvantaged because of bolt but coco still allows Abzan a combo at instant speed the deck isn't equipped to handle this outside of 1-1 spells.
3. I know standard would become incredibly frustrating with cards like this, but something like flametongue kavu ETB to allow the deck 2-1s.
4. Regen or growth built into the tribal cards at a lower point in the curve. Elves have ezuri, merfolk run 8-11 lords that cost like 2 or 3, allies all grow each other, slivers have several lords, etc. werewolf lords aren't that good right now because they have mayor at 2 or immer at 3 really. Mayor is seriously zero threat to anyone in mondern unless they're hellbent on t3 and top deck lands-at which point you will probably lose...the card is incredibly weak early in the game because you can't even reliably control the flip in modern. I mean, t1 pass, t2 mayor, t3 pass? Yeh...bolt your mayor.
5. Stronger daylight sides...this is needed in a bad way for the deck to break into modern imo. Almost all the playable wolves are boltable before they flip...with low impact.
6. Something that is hasty with threaten stapled on would be fantastic for this deck. The deck is in need of a way to swing past a goyf, or other ground stalls that are just naturally bigger.
Cards that are in the right direction:
silverfur partisan is your wolf "rattlesnake card" and helps against matches like jund or grixis.
immerwolf let's you play a buff and a relevant ability in one card, but isnt a werewolf so cavern can make this somewhat awkward.
huntmaster of the fells is strong without the pack, and that's important for the tribe to have good stand alone cards since its higher on the curve
duskwatch recruiter is your CA engine and pseudo ramp in one (depending on his side) but without explosive mana like elves the card is lacking.
I'd love to see the tribe do well, but with it being higher in the curve you need to be able to handle combo decks because the format is a T4 format. The tribe needs disruption and something to claw back into a game after a board clear. I don't think enchantments are compelling cards because they require you to have a creature out...and can be nullified with 1-2 spells from your opponent.
I will say that the tribe having their gimmick be flipping is a little lackluster. I would like the "can deal damage as though it were t blocked" clause for the pack aspect of them or something in addition to what they have. It's flavorful and can replace or supplement burn as you jam your dudes into blockers anyway.
Magical Christmas land right now may be t1 vial, t2 mayor, vial in messenger swing for a few, pass and vial in mayor during your third turn (hoping your opponent has not interacted during your turn...), t4 coco into two immer wolves and go face? I dunno it just feels fragile. The deck goldfishes well but I don't think it holds up well to interaction or just flat out faster decks, like infect. I personally think limited is holding the deck back because they feel weak in standard and beyond.
Quote from the mouth of gix »i hope my main man Ulrich has what the doctor ordered when EMN gets spoiled. Ulrich's kindred is not messing around and I hope he isn't either. other than that I agree there needs to be some other low costing werewolf that generates value when it etbs. the problem with werewolves is that they are toeing the line between aggro and midrange. there are some decent low cost werewolves but there are some heavy hitters as you go up the cmc, like huntmaster. with EMN maybe we can flesh out either aggro wolves or big wolves. maybe the card we need doesn't even need to be a werewolf, I wouldn't mind seeing a two drop wolf that checks for werewolves and does something when you have one. we need to keep in mind that the only werewolf tribal card that only cares about werewolves and not wolves too is cavern of souls naming werewolf.
Quote from Worldsaverinc »I think we need a Werewolf land that will work like Sliver Hive or Ally Encampment but will flip all or one werewolf per tap or a costed tap.
I think we need need a 3rd lord card.
http://tappedout.net/mtg-decks/skinwalkers/ my list went Planeswalkers for grindier control I think we could use more Wolf-Token generators as our card advantage card. Full Moon's Rise is our protection against red board wipe effects and helps with damage.
I think we need more good 1 amd 2 cmc good drops. It should do something more interesting then Village Messenger and Wolf-bitten Captive. We have a glut of good, but situational 3 drops. Kruin Outlaw, Silverfur Partisan, Geier Reach Bandit, Immerwolf, Daybreak Ranger, Wolfir Avenger, and I am sure I am missing a couple.
There is a Modern Vial/CoCo werewolf thread here, you might be interested in contributing to?
Quote from FZA »Werewolves are in sort of a tough spot as a tribal/creature deck. It's not as fast as Elves, Zoo, or Affinity, and it's about as fast as Merfolk but less disruptive.
The first thing that comes to mind for me is a Werewolf Stompy deck similar to this one: http://www.mtggoldfish.com/articles/instant-deck-tech-werewolf-stompy-legacy
The problem is that Chalice of the Void and Trinisphere just aren't all that great in Modern, where people are already playing with higher mana curves. In Legacy you can often just win games with a turn 2 Chalice on 1 followed by a werewolf or two; you aren't going to be able to do that in Modern except against a small subset of decks.
So if you're going to make this type of deck work I think you'd need to find more appropriate hate cards for the Modern format. Blood Moon and Magus of the Moon are still very good, but Chalice and Trinisphere would probably have to be replaced.
Probably something in between the straight aggro deck that you posted and the prison-y deck I just linked to would be ideal for Modern. I think being RG is probably where you want to be in Modern, too. Also, Howlpack Resurgence seems like an auto include to me.
What I think would be needed from Eldritch Moon:
A 2-drop werewolf that really puts on a fast clock or has undying or something similar...basically I super resilient Kitchen Finks type of werewolfA cheap werewolf that generates value right away by cantripping or generates value when it dies
That's what I can think of off the top of my head
Quote from ikillutwice »Perhaps a white red green deck. Human themed werewolf subthemed could work?
Quote from spike4972 »I think focusing more on the cheaper werewolves and adding something like Lead the Stampede as your CA could be good. But if you just do that with CoCo, you are kind of a less good version of Elves...
As much as I love werewolves, I kinda think that because of how rarely they show up in the game they won't ever be super competitive. Look at elves, it plays cards from Lorwyn, Mirrodin, various core sets, Ravnica, and a bunch of other sets once you start looking at sideboards and stuff. Plus, in every set or two, there are new elves. Most of them are kinda meh, but even as recently as Origins they got Dwynen's Elite and Shaman of the Pack. Werewolves on the other hand are only on the Innistrad plane which in total has 4 sets out now and 1 more soon. That means that there are just fewer options for powerful cards and combinations to slip through and be good in modern. Example, I doubt wizards expected Dwynen's Elite to give elves another handful of explosive turn 2's with heritage into elite, but it did, and that Elite became a very powerful staple in elves. Werewolves has had nothing of the sort pop up yet.
Quote from damagecase »Couple hypothetical cards: a werewolf that lets you draw a card on every transformation for around 2 mana. A pump and fight instant at 1 mana. And a lord at 2 mana granting +1/+1 and menace.
Quote from Werewolf_Rawr »There's a pretty extensive thread about werewolves in Modern in the Deck Creation Modern Sub-Forum. We have been doing a lot of testing but in the end, your conclusions are pretty much on point.
We are essentially a cooler (IMO) but less potent version of Elves do to our limited card pool.
We need a 1 mana ramp wolf to hit CoCo on 3, but I don't foresee that ever happening. At this moment, I am running birds in place.
We rely heavily on Blood Moon T2, Choke in SB, and Magus of the Moon as our disruption. That's our only real interaction with combo.
Against other creature decks we can actually do well. Vial and CoCo are wonderful, I have actually pursued the CoCo route myself and opted for cheap burn to fight off other agro attempts before landing CoCo.
I am running Tireless Tracker to create card draw but essentially what we want is a more impressive version of Hermit of the Natterknolls. A version where we don't rely on our opponent playing spells on our turn (as if werewolves don't already have enough reliance on our opponents' plays).
Obviously, stronger human sides would be preferred by it seems that we can only have one or two of those per set - not really enough to go off. A version of Terror of Kruin Pass with it's menace ability on the human side would be sublime.
A flashable werewolf with the Full Moon Rise's sacrifice to regenerate ability would be cool too. If I didn't have to sac that would be sweet but I'm probably getting greedy. Oh, and keep that one at 2 mana please.
We really do not need more pump lords though - we need more utility lords.
In the end, I can battle fringe decks very well with my werewolf list - but it's certainly nowhere near competitive beyond FNM. It is super fun though. Flipped Geier Reach Bandit into a 2 werewolf CoCo is an awesome feeling.