thatonepolishguy says... #2
Try to get your hands on some s. The front is a nuisance but the flip can be trouble. Also, instead of having Travel Preparations just for that one cast try using Increasing Savagery or the new miracle cost card Blessings of Nature .
May 6, 2012 10:28 a.m.
carvsdriver says... #3
Thanks! I'll check if I have those in my supply ... if not, they'll go on the shopping list. I have on my list already.
May 6, 2012 11:24 a.m.
Cards I would personally consider for this deck include (but are not limited to); , , , , , , , , and
In all seriousness, though, I think you could use some more lands in this, 17 lands are generally not enough for constructed play, you need land to play stuff, that's one of the cores of magic.
You could also really do with acquiring some number of , I have not seen many werewolf decks that didn't play the full four of that one, also, and are generally not very good, neither is , despite having first strike, if you're VERY desperate for a 2-drop, is a bit better, as it can hurt people.
And no on the Travel Preparations , you only get half of it, and that's not good enough, in all, you might want to move away from sorceries, as instants allow you to flip your werewolves and still cast spells on your opponents turn, which lets me mention that Wolfir Avenger is a pretty decent card.
And just a technical thing, Full Moon's Rise does nothing when your wolves start hitting the graveyard, sacrificing it just prevents your werewolves from getting destroyed once for the rest of that turn, thus never hitting the graveyard, sorry, just had to point it out, some people misunderstand the rule of regeneration.
May 8, 2012 5:33 p.m.
carvsdriver says... #6
That's a good idea, thanks! I'm also considering putting in (or side boarding) Ghost Quarter 's to protect against Wolf Run :)
May 22, 2012 8:58 p.m.
carvsdriver says... #8
Sounds legit. I have two in my binder actually. What should I remove for them ... Thunderbolt or maybe 2x Full Moon's Rise ?
May 22, 2012 9:04 p.m.
maybe the Full Moon's Rise also maybe Pillar of Flame over Shock
May 22, 2012 9:12 p.m.
carvsdriver says... #10
That sounds reasonable (deck updated), I don't have any Pillar's in my binder. They look much better than shock, i'll try to track a couple down if I keep the burn spells in.
May 22, 2012 9:19 p.m.
Jack_of_Trades says... #11
Neat, looks like it's shaping up to be pretty similar to mine. (The Wolves are Angry <-- if interested)
May 23, 2012 12:29 a.m.
carvsdriver says... #13
Need some help on setting up a sideboard for this deck so I can use it at the next FNM. ANy suggestions would be appreciated!
Also, Maybeboard contains cards that I still need to get to finish the main deck - but I think it's pretty solid in its current state.
June 7, 2012 11:39 a.m.
Here, at least some cards you need to consider, but what's your metagame like?
Autumn's Veil to have something against control
Nihil Spellbomb, Grafdigger's Cage to have something against graveyard strategies
Naturalize, Ancient Grudge you will need artifact hate
Beast Within kills everything
Zealous Conscripts good against certain control decks, as well as reanimator, and to some extend, ramp and pod
Pillar of Flame for people packing Strangleroot Geist, Gravecrawler and Geralf's Messenger
Whipflare, Slagstorm, Bonfire of the Damned to kill swarm strategies and hexproof creatures
carvsdriver says... #1
Comments welcome, I made this with cards I had handy in my binders.
May 6, 2012 10:19 a.m.