Avabruck Moon

Modern Kizmetto

SCORE: 5 | 15 COMMENTS | 1094 VIEWS | IN 1 FOLDER


Volvary says... #1

If I have 1 thing to say is, Your mana base is a mess. Why play some many 2-ofs. Choose what your deck wants to be and stick with it.

If you plan on going aggro, cut the Karplusan for some more Rootbound and Copperline gorge, probably also dropping 1 kessig.

If you wanna go midrange, drop the copperline gorge and karplusan for 4-of Rootbound and some basics. You would be surprised how little fixing you need in werewolves compared to a tribe like 2-color elves or shamans even, with the multicolored/color heavy creatures.

As for the rest, I can't say anything really since I have no idea what your plan is.Only thing I can say before I know what you want to do is to direct you to my Werewolf folder where you will see my builds. (None are tested but they do show some basic builds that can be refined further)

Folder

June 3, 2016 5:21 p.m.

Kizmetto says... #2

Volvary I dont know which is better, the Copperline Gorge gets worse later on right? so with that logic i should probably just go the 4 Rootbound Crag?

-1 kessig wolf run

-2 copperline gorge

+2 rootbound crag

+1 forest

I think the deck wants to be aggressive-mid. Turns 1-5 should be its ace i think.

June 3, 2016 10:31 p.m.

Volvary says... #3

If you want to reach 4 mana every game, Copperlines get a little worst (which is your case between Mondronen and Huntmaster. In that case, Rootbounds get a lot better, on the behalf that you are running as little lands with no basic land types as possible. (Karplusan and Kessig being the main ones in Gruul)

As a rule of thumb, I always say to start out with 8 non-basics and go from there if more is needed.

All and all, I would cut the painlands in an aggressive tribal that intend to never have a blocker anyway unless you are on a budget. They are not needed unless you play some 3 colors or triple mana symbol cards. Personally, in shamans (which does contains double mana density cards) I play only 4-of Crag&Gorge and I already get my colors most of the time. If you add Stomping Grounds and Wooded Foothills, you should never have any problem with mana color.

June 4, 2016 2:01 a.m.

Kizmetto says... #4

Volvary Wow thanks for the indepth explanation! That makes perfect sense, and totally understand why not to run the painland in this kind of build. I've removed the karplusan for more basics. Do you think 1 Cavern of Souls and 1 Kessig Wolf Run is okay? I considered 1 Mutavault too since it will gain all the tribal boons upon activation, and is a 1 mana activation manland...?

June 4, 2016 3:44 a.m.

Volvary says... #5

Cavern and Mutavault are really good lands for us. The only trouble is that they clash with Rootbound Crag. If you want, you can probably get away with 4-of Cavern instead of Rootbound Crags as your color fixer. In 1-of, I wouldn't be too scared if you aren't running too many other typeless lands.

Kessig is a really good option to break through Lingering Souls tokens. Keep in mind you can activate it for 2 and just give trample.

1-ofs of Cavern and Kessig seems fine to give you options although I would try goldfishing the deck with as little fixing as possible to see where you start to get consistent colors so you can fit more Kessig as they can be game deciding in a mid-range build. Unfortunately, we can't play non-basic fetch in WW to find 1-ofs.

June 4, 2016 5:37 p.m.

Volvary says... #6

Also, Hunter's Insight might not be the best card for card draw as it requires you to hold 3 mana open for what will often be two cards IF you can even use it. I think having Keen Sense or Rancor as semi-card draw might be better. Sure, you lose on the effectiveness but they both remain.

Also, sure, the double red might hurt a bit but in a midrange deck, Kruin Outlaw  Flip is a real power house. It is already first strike when it enters then if it can flip, it gains double strike and gives Menace to ALL your werewolves, meaning you are mostly home free to push for lethal.

June 4, 2016 6 p.m.

Kizmetto says... #7

Volvary Okay major overhaul after some more testing and reading through this great thread on modern werewolves.

Going for a aethervial / company style with a 3-3 split. 3 of each feels just right, enough to be able to see Vial in your in opening hand and 3 company for game advantage throughout the game. Magus of the Moon because blood moon is a tad too expensive for me, plus is an enchantment, cannot be vialed or coco'd in where as magus can. This is to hinder the opponent as it doesn't stop us much. Removed the Rootbound Crag for more basics for this reason.

you're right, Kruin Outlaw  Flip is an absolute slaughter, and put her back in.I also added in Birds of Paradise for some speed, t3 coco or huntmaster feels very good. And i totally didnt know you could activate Kessig Wolf Run for 0 to grant trample! thats a very neat trick i'll have to remember next testing.

Hunter's Insight was lackluster in testing, fine when it worked but i dont like having to rely on a presence to get more advantage. I do like Rancor but this is why we've gone for 3 companies.

Instigator Gang  Flip is a very interesting card too, it definitely wins games if it sticks, especially when flipped. but the cmc..

The cool interaction of playing your turn, werewolf off a vial, pass, WW flips, then coco 2 more WW in your opponents turn feels really, really good. That value. 3 creatures total + 1 being a flipped Wwolf! Imagine if the flipped WW was bandit. Oozing in value. But hey, this is totally possible semi consistently.

I had Domri Rade for a bit, and his +1 was good CA but bit of a nonbo with vial and coco.

June 4, 2016 11:05 p.m.

RadeonFuryNano says... #8

The birds of paradise seem pretty out of place on this deck, I'd rather run a few more lands than use birds in a deck that doesn't require a while lot of mana.

June 8, 2016 1:43 a.m.

Kizmetto says... #9

RadeonFuryNano Agreed it does feel a little out of place, i did want to run Noble Hierarch because at least it gets Human synergy, but loses access to red.Exalted is really good though, even if its just with Immerwolf or Mutavault. using the birds accelerates the deck a turn with a t3 CoCo or huntmaster which i feel like, until Eldritch Moon comes out and gives better tempo/aggro options, is the best i have for now. I appreciate the time you took to comment! thank you.

June 8, 2016 10:09 p.m.

Just play Arlinn Kord  Flip, even if it's just for flavor

June 9, 2016 9:58 p.m.

Kizmetto says... #11

Nightdragon779 and what might you drop for 1-2 copies of Arlinn Kord  Flip?

June 9, 2016 10:36 p.m.

Kizmetto says... #12

clayperce Here is my modern deck! :) It surprises people and its not like i get completely slaughtered? I go 2-2 at modern fnm usually. Disregard the sideboard, its out of date and the meta shifts a lot. The only card i consistently bring in is Ancient Grudge and those kinds of cards because artifacts are everywhere!

September 17, 2016 6:20 a.m.

clayperce says... #13

Thanks, Kizmetto!

September 17, 2016 6:23 a.m.

Kizmetto says... #14

clayperce Hey, any ideas to add to this deck? Havent touched this deck since Eldritch Moon aha.

September 28, 2017 4:42 a.m.

clayperce says... #15

Kizmetto,
I haven't tried Werewolves yet in Modern, so I don't have any real thoughts there. As to the rest of the deck though ...

  • Not sure about your meta of course, but Tormod's Crypt is my graveyard hate of choice lately ... it's not necessarily the best, but it's by far the fastest, which is important vs. Vengevine and Storm.
  • Kitchen Finks is always great sideboard tech, especially since it's CoCo-able.
  • Along those lines, as much as I love Destructive Revelry, Reclamation Sage might be better here.
  • If your meta has more */2s, Pyroclasm is great. But if it's mostly */1s you might consider Bonfire of the Damned.

Draw well!

September 28, 2017 5:51 a.m. Edited.

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