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Arouuuuu!!!

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KrimsonWolf


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Maybeboard


So I built this deck more as a way of catalog of all the transforming cards than as a serious deck, every transforming card there is can be found listed in the side-board (I only listed the castable forms).

That being said, the obvious choice for a shape-shifter deck is warewolves, since there's quite a few cards to help out with those, and the best choice for werewolves seems to be red green.

There are some really nice interactions between Moonmist and Nightfall Predator  , and the interaction can be improved with Wildblood Pack  .

Terror of Kruin Pass   can make Silverpelt Werewolf   a little bit harder to block, for more card drawing.

Scorned Villager   helps you get it all out faster, and Moonmist helps you transform, while Immerwolf keeps you from reverting.

There are plenty of ways to get wolves even bigger than their transformed forms thanks to Immerwolf, Wildblood Pack  , and Howlpack Alpha.

Howlpack Alpha and Huntmaster of the Fells give you a few wolf tokens to help you outnumber your opponent. Fortunately most of your power-increasing cards work on Wolves as well as warewolves.

You even have a little direct damage to punish them for not letting you transform (or for forcing you to transform back) in Tovolar's Magehunter  , and more direct damage if they do let you transform in Huntmaster of the Fells

However overall the deck is slower than I would like it to be because, while you can get plenty of creatures out you generally have to pick a time to skip casting spells for a turn so they can transform and that slows you down, and I find it's tough to know when the right time to do that is.

The fastest win I can think of is this:

Turn 1: Forest

Turn 2: Mountain + Scorned Villager  

Turn 3: Copperline Gorge + Mayor of Avabruck   + Mayor of Avabruck  

Turn 4: Optional Land + Moonmist + Immerwolf (able to cast both, even if no land is played this turn, thanks to more mana from Scorned Villager   after transforming)

Turn 5. Optional Land + Instigator Gang

At this point you have lots of guys to attack with, and thanks to Immerwolf your double-spell cast on the last turn doesn't transform them back, but you need to get most of your guys through to get the kill, depending on how much damage you were able to do in previous turns. However all your attacking creatures now have +4/+3 thanks to Immerwolf, Instigator Gang and 2x Howlpack Alpha.

Your turn 5 swing should be:

6/5 Wolf Token

6/5 Wolf Token

5/4 Immerwolf

6/5 Howlpack Alpha

6/5 Howlpack Alpha

Since the Moonmist transformed everybody on turn 4, the two wolf tokens were produced during the end step of turn 4 thus are able to attack on turn 5.

Also Immerwolf is harder than normal to block thanks to intimidate, even so you need to get 4 of your 5 attackers through to win this turn, unless you got some damage through in previous turns, if your 2 mayors got through on turn 4, then as long as 3 of the 6/5's get through you're fine.

However the chances of this draw (in particular 2 Mayor of Avabruck  's ) are low, and without the 2 mayors you have fewer creatures and weaker ones, you'd still be able to win by turn 5 under some circumstances with just 1 mayor though, assuming your mayor attacks and deals 1 damage on turn 4, and none of your attackers are blocked on turn 5 (1 wolf token less, everybody else -1/-1 less), but it's unlikely, though if you used your other 2 mana to cast Moon mist on turn 3 after you cast the Mayor you stand a better chance.

Also the Moonmist is really important, without the Moonmist you have to skip spellcasting on turn 4 to get the transformation, resulting in fewer creatures being out and the strength of what's out being even weaker, also your wolf tokens generate too late to attack on turn 5 and won't go off.

The Immerwolf keeps your creatures from transforming back, makes them stronger, and gives you an extra creature, also making him important, but his preventing your transforming back only matters on the turn you cast Immerwolf so if you simply didn't cast him you wouldn't have to worry about it, but then you may end up with too little attack power for the turn 5 win.

Note: I made a copy of this deck to try out some new cards, to see that deck check here:

http://tappedout.net/mtg-decks/arouuuuu-v2/

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Date added 10 years
Last updated 8 years
Legality

This deck is Unknown legal.

Rarity (main - side)

3 - 3 Mythic Rares

25 - 8 Rares

12 - 11 Uncommons

12 - 6 Commons

Cards 60
Avg. CMC 2.85
Tokens Bird 1/1 U, Elephant 3/3 G, Human 2/2 G, Snake 1/1 G, Voja, Wolf 1/1 B, Wolf 1/1 G for Sound the Call, Wolf 2/2 G
Folders Zoo
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