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Standard Werewolf aggro deck. Powerful combination of creatures and burn spells that should end the match quickly if everything goes smoothly.

Always looking for feedback and suggestions.

Village Messenger is a fantastic turn 1 drop. More often then not if you're on the play this is going to flip by turn 2 and you'll be able to swing in for 2 damage since it has menace. Its a useless card in mid/late game though if the match lasts that long somethings gone wrong Having said that we're playing aggro this card is a must have for 1 drops 4 copies.

Prowler is probably my favorite wolf from the new set. 2/1 for 1 is great, it can trade with alot of turn 2 creatures. And unlike villager it can transform into a 4/4 with reverse menace to be more relevant mid game.

Duskwatch Recruiter is one of the best werewolves but funny enough because of its human ability not its werewolf. I often find myself hoping it doesn't transform as it lets you generate card advantage while transforming the wolves. four copies.

Breakneck Rider is an average card honestly but its board presence is real if it flips adn you swing with it all your wolves get a boost. 3 copies.

4 copies of Bandit. 3/2 with haste for 3 is always good especially for an aggro deck after a board wipe this will get you back on the offensive. Its transformation is even nicer letting are guys come in transformed. Nice combat trick is Ulrich. If Bandit is flipped and you drop Ulrich you get both effects first you boost a guy with 4/4 then it flips and you can fight something. Use it on Ulrich and you could end up killing something with 10 toughness!

Lambholt Pacifist is a 3/3 for 2 that automatically makes it gold. If you have a howpack on the field it comes in as a 4 so you can even attack with it before it transforms. Important for defense early game great for offense mid game. 4 copies.

Howlpack Resurgent is a mandatory trible spell imo. All wolves get plus 1 turning 2/2 tokens into 3/3's with trample. Again Flash allows for combat tricks and its important for granting trample to your creatures. And no one sees it coming for some reason, maybe its just my experience. 4 copies.

Arlin is the main star though. A fantastic walker for not only wolf decks but even non wolf decks. Her human +1 is not to be underestimated most of our boys have trample giving them haste, vigilance, and +2 on the turn they drop is really good. She can also protect herself on the turn she drops by making a creature which is great. All of her werewolve abilities are incredible too, giving everyone +1+1 with trample which adds a counter, dealing direct damage to a creature or the face. And if you get the emblem you pretty much win. 4 copies. this is the game ender.

2 copies of our Legendary Werewolf Ulritch, tbh this card is kinda lack luster for 5. But if you can cast it for 4 with Duskwatch then it can be a game ender in its own right. Again I think I like the human ability more than the werewolf one. Don't get me wrong removal is removal and not many creatures can fight a 6/6 and survive but giving someone +4 is great. Also if you have Howlpack on turn 3 Arlin on turn 4 and play Ulritch on turn 5 you can plus 1 arlin to give Ulritch +2/+2 and Haste then he can target himself to get +4/+4 making him a 11/11 with haste trample and vigilance on turn 5. Thats enough to win most games if you've been aggro on him.

Decimator is the final bomb, emerge this turn 5 or 6 if the match is dragging and it will be over soon.

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Date added 8 years
Last updated 8 years
Exclude colors WUB
Legality

This deck is not Standard legal.

Rarity (main - side)

7 - 0 Mythic Rares

15 - 2 Rares

23 - 8 Uncommons

0 - 3 Commons

Cards 60
Avg. CMC 2.92
Tokens Emblem Arlinn Kord, Human 2/2 G, Wolf 2/2 G
Folders Wanted
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