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Fairly standard, somewhat unfocused Werewolf Deck that basically just wants to beat your enemies to death with as many werewolves as humanly possible. Uses a mix of both Innistrad and non-Innistrad Werewolves which causes a bit of a discrepancy with how their transformations work, but thankfully Tovolar accounts for that with his transform trigger which hits any and all of your Human Werewolves (which if you hadn't noticed, is basically all of them). Make it Night, give them all Trample, and hope you can tank the Spellslinger players casting 15 spells per turn and hitting you with the full concentrated power of the Day.

Not alot of big game-enders in here, since basically all you really want to do is throw werewolves at all your problems until they stop being problems, but that doesn't mean there's no synergy whatsoever. In fact, so long as you can stick Geier Reach Bandit + Immerwolf + Tovolar, Dire Overlord onto the field, you essentially hard lock your board into permanent transformation. Tovolar's transform trigger will flip all your Werewolves as long as you have 3 or more Wolves/Werewolves on the field (including Tovolar himself), which transforms Geier into Vildin-Pack Alpha. With that on the board and Tovolar's trigger making it Night on your turn, that means that every single Werewolf you have with be able to enter the battlefield transformed, and with Immerwolf on the field, they stay transformed too (since even if night turns to day, your non-Human Werewolves can't transform back to their human side). This... unfortunately comes with problems, because Wizard T. Coast can't just make anything simple (for starters, Tovolar's ability to always make it night on your turn is on his untransformed side, and since Innistrad Werewolves can't transform any way other than Day/Night, you'll need something like The Celestus in order to be able to force Night once Tovolar can't just do it for you), but arguably the combo still goes off and it's objectively hilarious.

Also included are the usual suspects for any Tribal deck, cards like Herald's Horn + Urza's Incubator to dump out a million Werewolves on the field for like 2 mana a pop, Alpha Status + Coat of Arms to buff your board of Werewolves with more wolf per wolf, and my beloved Kindred Charge + Kindred Summons for a nice Tribal finisher. There's also plenty of Wolf/Werewolf specific buffs, but like, you can just use your eyes for those, read the decklist.

Notably, there's also an absolute shitton of flip lands in there, which aren't necessarily on theme for Werewolves but like, c'mon, when 90% of the creatures have a gimmick designed entirely around flip card transformation, isn't it funny to have lands that flip too? plus they're good for late game pay-offs if you already have enough lands on the field to sustain yourself (quick shoutout to Bala Ged Sanctuary   for flipping into mono-green graveyard recovery, which is just nice to have on hand.)

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92% Casual

Competitive

Date added 4 months
Last updated 4 months
Key combos
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

10 - 0 Mythic Rares

33 - 0 Rares

33 - 0 Uncommons

10 - 0 Commons

Cards 100
Avg. CMC 3.45
Tokens Copy Clone, Day, Emblem Arlinn Kord, Human 2/2 G, Night, Wolf 2/2 G
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