Werewolves are beastly hunters, the point of this deck is simple: Strike big and bad. When hunting, patience is the key, wolves are pack hunters, they assert their surroundings and strike when they have cornered their prey.
When playing this deck, your strategy will be to try and build a solid attacking force and preserve it until your overwhelming strength is enough to give you the upper hand.
Always try to start by playing Aether Vial, for it is your best T1, not only does it allow you to play one of your most beloved beasts for free, it also puts it onto the battlefield without you actually casting it, meaning that if you just do that and end your turn, you technically haven't cast any spells, which in turn lets you transform your werewolves without sacrficing a turn. If you can't though, it is safe to say that
Village Messenger
or
Wolfbitten Captive
are you best choices if the former wasn't possible.
Village Messenger
is a good T1 if we consider that she is a "1/1 Haste" and turns into a 2/2 with Menace, which is always a good thing to have on the board,
Wolfbitten Captive
is great for his versatility and allows you to spend mana for more attack potential without necessarily casting a spell, and wouldn't you know it ? That's exactly what you want.
Turn 2, your first focus should be to play the
Mayor of Avabruck
as he is one of the major threats to your opponent whilst still looking harmless enough on his own. if you can't though, it would also be good to play a Full Moon's Rise to set up your forces.
At turn 3, you have the option to either play an
Immerwolf
, a
Geier Reach Bandit
or a
Kruin Outlaw
. While all of them are good, it really depends on what your goal is, considering your opponent's strength and abilities. Prioritizing the
Immerwolf
would be the safest option, his role is to boost your creatures as well as making sure your puppies are as big and bad as possible while ensuring that they stay that way, meaning that any mistake your opponent makes that would help you transform your werewolves is fatal as long as the puppy remains on the battlefield. The
Geier Reach Bandit
and the
Kruin Outlaw
, on the other hand, are strong but can be most useful in the following combinations:
Geier Reach Bandit
+
Immerwolf
, this combination works mainly to make your game much faster as you can transform your bad boys instantly when you play them and don't have to worry about the "2 spells rule" that can ruin your strategy otherwise, most deadly when you have Xenagos, God of Revels on the field , for both the added strength and haste.
Kruin Outlaw
+
Instigator Gang
, this is your deadly combination #1, while both of them are transformed, it makes a 6/3 doublestrike and a 8/5 on the field, enough to kill your opponent if he doesn't have what to protect himself, and can make the use of the added strength of all creatures and enchantments in your deck to build the optimal attacking block.
By turn 4 you should already be setting up your combos by being able to use the
Instigator Gang
. If you have enough strength to deal at least half their remaining life to your opponents, you can also end the duel by playing Relentless Assault and have another battle phase with all your creatures untapped.
If you hadn't won yet, turn 5 gives you the opportunity to definitely turn the battle to your advantage by using your most powerful card, Xenagos, God of Revels, regarding that one: it should be noted that you can make best use of his power by using Relentless Assault, which gives you a second battle phase, meaning that you can proc the effet of Xenagos, God of Revels a second time. Anyone that has played MTG for long enough will tell you that once you start implementing squarred numbers into the equation you're basically the winner.
Your noncreature spells are here to make sure you and your pack of buddies don't die by the time your are deadly enough to end the game.
Moonmist
and Full Moon's Rise being the most useful.
Moonmist
allows you to surprise your opponent during their battle phase by blocking all of their attacking creatures, killing most of them as your werewolves can use their optimal strength, and securing mostly all of yours as the effect protects them from damage dealt by creatures other than wolves and werewolves, leaving your opponent open to your attacks. Full Moon's Rise gives your creatures a small bonus of +1/+0 and trample, which, that alone, is enough to make your opponents hate dogs for the rest of their life, and gives you the ability to regenereate any werewolves that died during this turn by sacrificing the enchantment (which of course can be stacked). Prey Upon is here to make sure your opponent doesn't have any threat to you or your creatures and Relentless Assault finishes the job quickly before he can make a comeback.
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