"Better stay away from him! He'll rip your lungs out, Jim!"
Hit 'em fast and hit 'em hard then get mad as hell and tear them all to pieces. That's the plan.
Intro
When I first started playing Magic, Innistrad was in full swing with Avacyn Restored fresh out of the gates. I laid my paws on some Werewolves and couldn't get enough. Ever since then, this has been a labor of love to make a competitive, fun, and impressive Werewolf tribal deck. It hasn't been easy, and it surely isn't done, but here it is!
Gameplay
The starting line-up breaks out of the gates with playsets of
Reckless Waif
and
Wolfbitten Captive
. The Waif is great value as a 3/2 for after she flips, and the Captive provides pumpable value early on. He also acts as a great late game mana-sink for added injury to injury.
Thrilling sequels to your first turn plays include Mayor of Avabruck
, an awesome captain and token generator, and
Kruin Outlaw
, a merciless cut-throat that helps push your pack through the enemy ranks. Geier Reach Bandit
is a nice new haste-y addition for quick beats early on, but after she flips she's a psuedo captain causing all your dogs to come in already transformed.
Huntmaster of the Fells
brings up the rear in true knock-out fashion. Use Collected Company for double the pleasure, double the fun! It hits every creature in our deck except for the Huntmaster. If that's not enough, gain some life and make some friends with the Hunter, then kill some foes and burn some domes with his alter ego.
Having trouble breaking through? Electrify the opposition with Lightning Bolt. Dumbies still in the way? Garruk Relentless
,
Arlinn Kord
, and
Domri Rade
put ne'er-do-wells on the chopping block and even bring some friends along.
Ideas for Improvements
TroublingPath has a very cool list (Furious Fur (Need Help Converting to Modern)) with some ideas I'd like to play with in it.
I love the idea of Ghor-Clan Rampager as a combat trick and damage pump. I completely forgot that you can use its ability and not meet the "spell quota" that would rip your Werewolves back into the daylight. As an added bonus,
Domri Rade
can even draw you into it! Still unsure of adding a set though, as I'm not sure of what to cut. Perhaps cutting the two
Instigator Gang
along with something else would be the right move.
I'd also like to test out Faithless Looting. Early on, I usually want all of the cards that I draw and would prefet not to pitch them to the spell. However, later in the game I feel it would be useful if I get flooded with lands or otherwise run out of gas.
I've also seen a few other people using Collected Company in their builds. Being that there are a total of 16 creatures out of the overall 22 in this deck that have a CMC of three or less, I feel that it could be a good inclusion. Perhaps cut the Firespout or Full Moon's Rise slot and throw two of those in? Or both and add a playset?
Most likely going to cut the Firespouts for a copy of Roast and a mainboard Thorn of Amethyst.
Probably going to put a copy or two of Hall of the Bandit Lord in as well to put the tempo.
Notes on sideboard appreciated.
Please, let me know what you all think!
-Colt