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Bloodrush Werewolves

Standard RG (Gruul)

Fox_Mysh


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With the release of Gatecrash's bloodrush mechanic, werewolves are more feasible than ever. Bloodrush cards aren't spells, so you can use your combat efficiently and still transform on your opponent's upkeep.

4x moonmist2x wolfir avenger4x searing spear4x bloodrush

All of these aid transformation and make up 14 cards of the deck. With one or two of these in hand flipping to werewolf side isn't at all hard nor hindering to your spell pace or mana efficiency. Once transformed, immerwolf keeps them there. And with creatures like Terror of Kruin Pass on board while threatening bloodrush in hand, it makes your opponent's decisions very difficult.

I often try for some silly tricks with moonmist and huntmaster. Like casting both on my turn, or at least moonmist with another spell a turn after huntmaster. So I get the initial 2 life and wolf, then the burn after the mist, and then the additional 2 life and wolf at upkeep transform trigger. While your wolves are smaller during your opponent's upkeep, they're likely tapped after swinging post-moonmist anyway, and you have 4 extra life and 2 wolves to help you in the meantime.

For this reason I've always been hesitant to include immerwolf, but I've finally decided it's worth it. The fact that he lords the werewolves on either flip side really makes the deck more consistent. And it doesn't completely stop me from playing around with huntmaster. Those opportunities for shenanigans still come up.

At the moment I only own 2 each of Huntmasters and Ghor-Clan Rampagers. If I owned more they'd be in.

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Date added 11 years
Last updated 11 years
Legality

This deck is not Standard legal.

Rarity (main - side)

2 - 2 Mythic Rares

19 - 4 Rares

11 - 6 Uncommons

14 - 3 Commons

Cards 60
Avg. CMC 2.51
Tokens Emblem Domri Rade, Human 2/2 G, Wolf 1/1 B, Wolf 2/2 G
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