Awesome! So I had some more playtesting and what I found was these things:
The combination of the playset of Duskwatch Recruiter and the 3 Vivien, Champion of the Wilds works as far as card draw
The recruiters can't activate when flipped, but usually I get the value I need out of them by the time that they do flip.
I removed the Huntmaster of the Fells because my main plan is to play out tons of werewolves and lords, then flip all the werewolves and keep them flipped, which doesn't work well with huntmaster, which loves flipping back and forth.
I loved the art for Sage of Ancient Lore because every time I played it it was game-winning, because I could either flip it that turn, or flip it on my turn and have a huge attacker next turn.
I added return to nature for some enchantment/artifact removal / graveyard hate mostly to avoid problematic enchantments (our playgroup uses pacifism a lot)
The current and potentially final decklist is this:
I am just debating if I want to add in another Arlinn Kord. The reason why I used Howlpack Resurgence was because it grants Trample, something many werewolves want. Luckily you'll notice I also added Breakneck Rider, which not only equals Howlpack Resurgence for power buffs, but also grants trample to my attacking creatures. The Village Messengers often end up being huge threats, which was surprising! They come down, and if I can flip with help from Geier Reach Bandit, it becomes a buffed up menacer with trample if I have my loreds out. Often it leads to awkward blocks which help me push damage through.
Anyway, I think this deck is nearly completely sorted out! Thanks for all the help!
Ok, so I went ack and made some changes for the deck. I took into account what you said and ended up with this after some very quick games against friends!
The new list looks like this:
So first I listened to your suggestion about the creature base, increasing the numbers on some of them. I cut the Village Messengers, which might change since the hasty menacer werewolf can be gamewinning with some of the lords out. I kept to one copy of Huntmaster of the Fells because it's a bit of a non-bo with Immerwolf, which I added a pair of the keep the werewolves flipped late-game. Couple of Scorned Villagers for ramp as you suggested, but only two, since this deck doen't seem to have trouble finding lands at all. No The Great Henge, because of cost reasons and just to see if it can run well without. Finally, I made sure to have 3 Vivien, Champion of the Wilds because after playing a couple times, I found her to be super relevant. Slamming werewolves on my opponents' end-steps was a key factor in building an intant-board for a win on my turn. With a Vivien out, everything in my deck except lands and planeswalkers become instant-speed spells, much to my advantage.
At one point we had a game and I managed to get three of my Mayor of Avabrucks and a Nightpack Ambusher out, swinging in with wolf tokens that ended up being 6/6's!
I still haven't got a solid source of card draw yet, but I almost feel that this deck doesn't really need much more than the Duskwatch Recruiters and the Vivien, champion of the wilds, since they find me creatures without me having to cast any spells.
This kind of help is EXACTLY what I was hoping for! I definitely agree with these suggestions. the only one I might argue is The Great Henge, not because I don't think it fits, just because it does cost a fortune, but I'll live with the sacrifice. I really want to make werewolf tribal work and my playgroup seems to have a thing against boardwipes, so a go-wide creatures strategy always goes down well, but with werewolves its normally not a problem about what creatures to run, but, as I mentioned previously, its more about what play strategy you use, since werewolves can be aggro or midrange.
Thank you so much @Miaou, this was extactly what I needed. I'll be sure to build this up and come back soon with a revised list!
I've been busy trying to make an effective Werewolves deck, but have run into a couple of problems:
The deck plays like an aggro deck, but can't win early enough to really work
The deck runs out of gas really quickly as you might images, but just cannot transition into the Late-game well at all.
Incoming attacks basically wipe my board because most of the time, my werewolves are not big enough to actually survive blocks.
I don't currently have card draw other than Sixth Sense, which works poorly when I'm behind.
I have been slowly refining and playtesting but these issues are recurring. I was hoping to get some suggestions about whether this should aim to be a midrange deck, which I have already leaned into with this decklist. That said, I still don't believe this deck transitions into late-game well without some card-draw or some sort of way to support my inconsistent creatures
Anyways, Thank forums, Let's see what you have for me here!
Cheer!
I've had this old dragons deck for a long while now, and I pulled it apart a while back to revisit and revamp it. However, it comes to my attention that the power level is just too lackluster for my casual/regular playgroup. I've been considering some options for a fix since. I'm looking for suggestions on:
Colors: the deck is currently in Jund, but I am willing to shift out of those colors if it works for the deck.
Cards: Specifically, payoffs and finishers. Big powerful dragons and/or cards.
Heyo forums! It's been a while. I've been in sort of a rough place from a deckbuilding standpoint. I keep having momentary ideas for decks, but nothing sticks. I want to come up with something fresh and fun to try with my local playgroup (casual, so loose-ish rules). I've done stuff like Amass, Eldrazi, spells-matter, tokens, dragon tribal, Landfall and I've kinda tried aristocrats. I find that the deck style that works for me best and the one I tend to enjoy the most is a deck that requires a lot of strategy, and holds a lot of synergy. I'm a sort-of-combo player, so a love when I can do huge, splashy effects that blow the game out, but like I said, fleeting ideas
I'm not entirely sure this is the forum for getting suggestions, but how's about it?
Damn! Oktayne, you had me in Hysterics!!! I have to admit, dragons actually have a ridiculous amount of combo potential. if I could Add my own little bit of silly to the list, it would be Kolaghan, the Storm's Fury! Let's say we pulled your combo, then slam Kolaghan. Each attacking creature now gets a nice buff of +10/+0 on attack.. I love it!!! Be nice to have both Kolaghan, the Storm's Fury and Atarka, World Render on-board at once. I would feel almost bad for the opponents... Almost.
One dragon I always find to be fantastic is actually Dragonlord Kolaghan as well, but that's because of my usual playgroup. Almost every one of them likes reanimator, so... 10 to the face if you try it works nicely!!
Nice to see there are still some dragon lovers out there!
I've been a Magic Player for a while now, and something that interests me is how different people's play styles and color preferences can be. I saw a thread started almost 8 years ago a little while back and thought:"hey! Let's try this out again eh?"
So here's the gist: State your favorite color, color pair, wedge, four color etc. here and why it matches you the best. Also try to state your play style. I'll start us off by saying that my best colors are Green and black, aka Golgari. I do best with literally anything that involves those colors. I mean, who doesn't love basically having two libraries. If you hadn't guessed, my strategies and play style revolve around the grindy-er methods of graveyard and self-mill strategies.
We usually Play in Three person all-for-one style matches. Dragons that are powerhouses on their own are great, like Dragonlord Atarka, but dragons that work well with other dragons or creatures, such as Bladewing the Risen are usually better.
I have taken a look back at decks I have made before, and I noted one of my favorite decks of all time, JUND DRAGONS!!!!
Now I made that deck, maybe three years ago... and since then, we have gotten some pretty mean dragons.
I wanted to get some suggestions from the many great people on this forums: What are the best Dragons in Jund Colors?
note: By Jund colors, I mean anything in red, black, green or a combination of any of the three!
May the dragon's Might and Wisdom be upon you all!
Hmmm, that's interesting. As i say, the main issue I was having is the fact that the ability to return the god from your graveyard to your hand only occurs if it dies, which, in mutate terms, results in all parts separating, but since the creature, before dying, had the ability, I was a bit confused as to how that plays out.
WOW! Thank you! That's absolutely awesome! I was just unsure about the way triggers resolved and whether the fact that all parts separate in the graveyard would affect what cards return to my hand.
They each have an ability that says: When this creature dies, return it to it's owner's hand at the beginning of the next end-step.
I want to know, this is an ability that triggers when it is in the graveyard after dying, so by this time, all parts of the creature mutated onto it have become separate, or do they all return, seeing as the creature, before it died, had that ability?
The combination of the playset of Duskwatch Recruiter and the 3 Vivien, Champion of the Wilds works as far as card draw
The recruiters can't activate when flipped, but usually I get the value I need out of them by the time that they do flip.
I removed the Huntmaster of the Fells because my main plan is to play out tons of werewolves and lords, then flip all the werewolves and keep them flipped, which doesn't work well with huntmaster, which loves flipping back and forth.
I loved the art for Sage of Ancient Lore because every time I played it it was game-winning, because I could either flip it that turn, or flip it on my turn and have a huge attacker next turn.
I added return to nature for some enchantment/artifact removal / graveyard hate mostly to avoid problematic enchantments (our playgroup uses pacifism a lot)
The current and potentially final decklist is this:
3 Village Messenger
4 Duskwatch Recruiter
3 Mayor of Avabruck
3 Breakneck Rider
3 Geier Reach Bandit
3 Immerwolf
3 Nightpack Ambusher
2 Sage of Ancient Lore
1 Ulrich of the Krallenhorde
1 Arlinn Kord
3 Vivien, Champion of the Wilds
Instants:
3 Fire Prophecy
3 Moonlight Hunt
3 Moonmist
2 Return to Nature
8 Forest
8 Mountain
2 Kessig Wolf Run
4 Gruul Guildgate
3 Unclaimed Territory
I am just debating if I want to add in another Arlinn Kord. The reason why I used Howlpack Resurgence was because it grants Trample, something many werewolves want. Luckily you'll notice I also added Breakneck Rider, which not only equals Howlpack Resurgence for power buffs, but also grants trample to my attacking creatures. The Village Messengers often end up being huge threats, which was surprising! They come down, and if I can flip with help from Geier Reach Bandit, it becomes a buffed up menacer with trample if I have my loreds out. Often it leads to awkward blocks which help me push damage through.
Anyway, I think this deck is nearly completely sorted out! Thanks for all the help!
The new list looks like this:
4 Duskwatch Recruiter
4 Mayor of Avabruck
2 Scorned Villager
3 Breakneck Rider
3 Geier Reach Bandit
2 Immerwolf
1 Huntmaster of the Fells
3 Nightpack Ambusher
1 Ulrich of the Krallenhorde
2 Domri, Anarch of Bolas
3 Vivien, Champion of the Wilds
1 Arlinn Kord
Instant:
3 Fire Prophecy
3 Moonlight Hunt
3 Moonmist
Enchantment:
2 Howlpack Resurgence
8 Forest
8 Mountain
4 Gruul Guildgate
2 Kessig Wolf Run
3 Unclaimed Territory
So first I listened to your suggestion about the creature base, increasing the numbers on some of them. I cut the Village Messengers, which might change since the hasty menacer werewolf can be gamewinning with some of the lords out. I kept to one copy of Huntmaster of the Fells because it's a bit of a non-bo with Immerwolf, which I added a pair of the keep the werewolves flipped late-game. Couple of Scorned Villagers for ramp as you suggested, but only two, since this deck doen't seem to have trouble finding lands at all. No The Great Henge, because of cost reasons and just to see if it can run well without. Finally, I made sure to have 3 Vivien, Champion of the Wilds because after playing a couple times, I found her to be super relevant. Slamming werewolves on my opponents' end-steps was a key factor in building an intant-board for a win on my turn. With a Vivien out, everything in my deck except lands and planeswalkers become instant-speed spells, much to my advantage.
At one point we had a game and I managed to get three of my Mayor of Avabrucks and a Nightpack Ambusher out, swinging in with wolf tokens that ended up being 6/6's!
I still haven't got a solid source of card draw yet, but I almost feel that this deck doesn't really need much more than the Duskwatch Recruiters and the Vivien, champion of the wilds, since they find me creatures without me having to cast any spells.
Anyway, How's it looking?
Thank you so much @Miaou, this was extactly what I needed. I'll be sure to build this up and come back soon with a revised list!
I've been busy trying to make an effective Werewolves deck, but have run into a couple of problems:
The deck plays like an aggro deck, but can't win early enough to really work
The deck runs out of gas really quickly as you might images, but just cannot transition into the Late-game well at all.
Incoming attacks basically wipe my board because most of the time, my werewolves are not big enough to actually survive blocks.
I don't currently have card draw other than Sixth Sense, which works poorly when I'm behind.
The decklist is currently sitting at this:
3 Village Messenger // Moonrise Intruder
1 Daybreak Ranger // Nightfall Predator
4 Duskwatch Recruiter // Krallenhorde Howler
3 Geier Reach Bandit // Vildin-Pack Alpha
1 Huntmaster of the Fells // Ravager of the Fells
3 Mayor of Avabruck // Howlpack Alpha
2 Nightpack Ambusher
2 Ulrich of the Krallenhorde // Ulrich, Uncontested Alpha
1 Arlinn Kord // Arlinn, Embraced by the Moon
2 Vivien, Champion of the Wilds
1 Xenagos, the Reveler
Non-Creature:
3 Fire Prophecy
4 Howlpack Resurgence
4 Moonlight Hunt
3 Moonmist
3 Sixth Sense
8 Forest
4 Gruul Guildgate
2 Kessig Wolf Run
8 Mountain
3 Unclaimed Territory
I have been slowly refining and playtesting but these issues are recurring. I was hoping to get some suggestions about whether this should aim to be a midrange deck, which I have already leaned into with this decklist. That said, I still don't believe this deck transitions into late-game well without some card-draw or some sort of way to support my inconsistent creatures
Anyways, Thank forums, Let's see what you have for me here!
Cheer!
I've had this old dragons deck for a long while now, and I pulled it apart a while back to revisit and revamp it. However, it comes to my attention that the power level is just too lackluster for my casual/regular playgroup. I've been considering some options for a fix since. I'm looking for suggestions on:
Colors: the deck is currently in Jund, but I am willing to shift out of those colors if it works for the deck.
Cards: Specifically, payoffs and finishers. Big powerful dragons and/or cards.
Cerrently my biggest payoffs/finishers are:
Utvara Hellkite
Dragonlord Kolaghan
Kolaghan, the Storm's Fury
Dragon Tempest
I also don't want to spend a fortune on cards, so please don't suggest anything too crazy, dragons or otherwise...
Anyways, thanks!
I'm not entirely sure this is the forum for getting suggestions, but how's about it?
One dragon I always find to be fantastic is actually Dragonlord Kolaghan as well, but that's because of my usual playgroup. Almost every one of them likes reanimator, so... 10 to the face if you try it works nicely!!
Nice to see there are still some dragon lovers out there!
I've been a Magic Player for a while now, and something that interests me is how different people's play styles and color preferences can be. I saw a thread started almost 8 years ago a little while back and thought:"hey! Let's try this out again eh?"
So here's the gist: State your favorite color, color pair, wedge, four color etc. here and why it matches you the best. Also try to state your play style. I'll start us off by saying that my best colors are Green and black, aka Golgari. I do best with literally anything that involves those colors. I mean, who doesn't love basically having two libraries. If you hadn't guessed, my strategies and play style revolve around the grindy-er methods of graveyard and self-mill strategies.
Hows-abouts all of you eh? Let's hear it!
Thanks!
I have taken a look back at decks I have made before, and I noted one of my favorite decks of all time, JUND DRAGONS!!!!
Now I made that deck, maybe three years ago... and since then, we have gotten some pretty mean dragons.
I wanted to get some suggestions from the many great people on this forums: What are the best Dragons in Jund Colors?
note: By Jund colors, I mean anything in red, black, green or a combination of any of the three!
May the dragon's Might and Wisdom be upon you all!
Thank you for the help!
Thank you very much!
They each have an ability that says: When this creature dies, return it to it's owner's hand at the beginning of the next end-step.
I want to know, this is an ability that triggers when it is in the graveyard after dying, so by this time, all parts of the creature mutated onto it have become separate, or do they all return, seeing as the creature, before it died, had that ability?
my example: I mutate Chittering Harvester onto The Scorpion God, I attack and it dies. all parts of the creature, so both the Chittering Harvester and The Scorpion God go to my graveyard. Do both return to my hand because when it died, it had that ability?
Thanks a ton!