Sideboard

Instant (2)

Sorcery (2)


Maybeboard

Creature (3)

Enchantment (2)


I've been running and tuning this deck for a little while. I'm determined to make it competitive. My main purpose for typing this out is to understand my own justification for what cards I've included. Some I'm not set on, so I'd greatly appreciate feedback. I don't have a sideboard filled out either, so recommend me whatcha got.

*Note - I've considered going Naya or another tri-color combo.

Creatures

  1. Village Messenger   isn't a strong card, but it comes out quick and gets a couple unanswered swings in. Not a major component of this deck, but with Clear Shot or Howlpack Resurgence he can contribute.

  2. Lambholt Pacifist   is a cheap 3/3 blocker that can easily transform into a 4/4. Her blocking ability makes her great for early game defense. If Village Messenger   is on the board, I've got a blocker and possible a 2/2 with menace. It pushes the game longer so I can swing larger. This, however, can create problem against control decks. Werewolves aren't built for control.

  3. Duskwatch Recruiter   - Do I really need to justify? He's cheap, with great abilities. He allows me to get werewolves on the board without using all my mana, so I'm able to cast Howlpack Resurgence , Spirit of the Hunt , or Clear Shot on my opponents turn.

  4. Ember-Eye Wolf wasn't my first pick to include in this deck. It packs a mighty punch though. If I don't have an instant or flash card to save lands for casting on my opponents turn, I can use those lands to pump Ember a few times for a great punch. Though I haven't made top 8 with this deck, Ember surprised me the most. It doesn't disappoint.

  5. Hermit of the Natterknolls   is a new addition to this deck. Haven't played with him yet, but his purpose is to deter my opponent from casting spells on my turn. Thus, creating an opportunity for my creatures to transform.

  6. Spirit of the Hunt as mentioned above, is an anti-removal. I'll hold to cast him on my opponents turn when they're attacking so someone like Village Messenger   can block a 3/3. Great to have in hand.

  7. Smoldering Werewolf   has come in handy, but he's the redheaded step child. I'm not so sure if he belongs. He's a four drop that requires two mountains in a dual-colored deck. I do like his one damage to two creatures when he enters. The plan was to take out some weaker drops the opponent is hacking away with. He hasn't done that yet though. He has reduced the defense of an opponent's creature enough that I could kill it with Clear Shot . All around, don't think it is worth the mana.

  8. Ulrich of the Krallenhorde   hasn't been well received by others, but I like him. His +4/+4 on entry is great. He isn't the strongest, but his fight and +4/+4 on transform is helpful. Haven't made it to a point in the game where this has really been significant - something I'm trying to fix about this deck with cards like Pulse of Murasa .

Planeswalker

  1. Arlinn Kord   -> it's a werewolf deck.

Non Creature Spells

  1. Incendiary Flow is an inexpensive and powerful removal. If it can't kill an enemy on it's own, it's a nice finisher for combat. When I first attempted werewolves, removals dominated it. Adding a few removals of my own helped with board control.

  2. Pulse of Murasa hasn't been given a chance yet since I just added. I'm including it to increase my chance in late game. This deck starts off strong and bring my opponent to mid/low health, but then loses momentum. I've usually lost too many creatures to keep swinging. Pulse will allow me to bring back much needed attack/defense while increasing my life by, hopefully, enough to grant me the finishing swings.

  3. Clear Shot is by far my favorite removal. It's a card you use and your opponent will usually ask to see it. Nothing fancy, but it allows creatures like Village Messenger   and the two drops to kill an opponents defense creature.

  4. Howlpack Resurgence is Howlpack Resurgence . I can't think of building a werewolves deck without it. The +1/+1 is helpful and the trample makes Ulrich of the Krallenhorde  's entrance buff that much better.

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Date added 8 years
Last updated 8 years
Legality

This deck is not Standard legal.

Rarity (main - side)

5 - 0 Mythic Rares

8 - 2 Rares

26 - 0 Uncommons

3 - 2 Commons

Cards 60
Avg. CMC 2.84
Tokens Emblem Arlinn Kord, Human 2/2 G, Wolf 2/2 G
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