This deck is a mono green pauper deck built around werewolf aggro. It uses quality combat tricks and auras to boost it's werewolves into game winning monsters. All while protecting itself and forcing the opponent to deal with its suite of creatures.
The deck utilizes it's transforming creatures to crash through an opponent's defenses and win through aggressive attacking. It uses cards like Vines of Vastwood to boost creatures or protect them from removal. It uses Rancor to make every creature you have a threat with the recurring aura.
Some of the werewolves help ramp up the mana you need to play your bigger threats. Cards like Scorned Villager
, or double duty creatures like Ulvenwald Captive
. This creature not only helps with the mana you need, but it can be a giant threat all on it's own depending on how late the game has gone.
And cards like Moonmist or Waxing Moon can be game finishers depending on the battlefield. The rest of the deck rounds out its aggressive strategy.
The sideboard responds to your current meta by upping your removal, speeding your ramp, or making the deck more resilient on the ground versus other aggro decks.
So if you like transforming creatures, rush strategies or just plain Howlin at the Moon then this deck is for you!
Here is the card breakdown:
The Creatures:
Grizzled Outcasts
: This werewolf is your big finisher. Comes down mid-game and transforms into an immense 7/7 body. Add Rancor or Bladed Pinions and this is the final threat you need to win.
Hinterland Logger
: This one drops early and transforms into a Trampling 4 power creature so it does not need Rancor or evasion to get in to do damage. It is a very nice target for Vines of Vastwood.
Scorned Villager
: This is your main mana ramp creature. Taps for 1 mana but when it transforms it becomes a vigilant 2/2 that taps for 2 green mana. Very nice all around early drop.
Solitary Hunter: Here is another of your aggressive creatures. Comes down early and turns into a big body you get to throw at your opponent. Hopefully boosted with something that will help it land damage.
Ulvenwald Captive
: The captive is another mana creature but when it transforms it becomes something big enough to send into the red zone against your opponents. So it is useful regardless of where the game state is.
The Other Spells:
Rancor: Rancor is probably the 2nd best card in the deck. Maybe the best card. When you are playing aggro the whole idea is to keep ripping down your enemy's life total. And this card will make anything you have in play a threat that must be answered or your foe will lose the game. Granting +2 power and trample to the monsters in this deck will crush through whatever stands in their way. And if they die, you get Rancor back for free just to cast it on something else!
Moonmist: This is one of the core cards of the deck that helps up your winning chances. Not only does it immediately transform all your humans which can turn a battlefield into a slaughter but it also prevents anything that is not your werewolves from doing damage as well. Very useful to help you win games or stall your opponents.
Vines of Vastwood: This card is simply one of the best combat tricks WOTC has ever printed. The fact it comes in as a common is amazing and it's an auto-include in any green aggro deck. For 1 mana it grants hexproof until end of turn. This alone is worth putting it in a deck. Then if you pay the kicker cost of just 1 more green it adds +4/+4 to the creature targeted. Imagine anything enchanted with Rancor and then casting this with kicker on it right before damage is resolved. Even a 1/1 would do 7 pts of damage and anything bigger is going to win the game.
Waxing Moon: You have a bunch of humans that turn into giant wolves beneath the light of the Moon. One thing they lack is evasion or a way to hurt your foes. This card grants it. So now you have big bodies who all get trample until end of turn. Play this in the same turn with Moonmist and things will get nasty!
Bladed Pinions: Like Rancor, this card will keep being useful during the course of a game. Adding flying and first strike on the same piece of equipment is going to make your opponents very unhappy. Just picture Flying werewolves! Its like a Wolfnado!
The Sideboard:
Ambuscade: This is instant speed removal you can bring in for Game 2. It allows you to clear something off the field that might be hard to reach or might be the only thing in the way of a win. It also will give you more leverage with weenie decks.
Nissa's Pilgrimage: Bring these in for a game when you really need to get out fast and big before your opponent can solidify their game plan. Good versus combo decks.
Return to the Earth: This is an excellent answer for most decks. When playing versus combo or a fort deck this is a great Game 2 switch.
True-Faith Censer: When playing into another aggro deck, these are a great answer that will let you keep attacking while maintaining a strong defense. Adding vigilance to werewolves is exciting!
Villagers of Estwald
: These are a good switch for Game 2 when you are facing a lot of light removal or "ping" or "Timmy" cards. These creatures have a high enough base toughness to weather light removal so are good to swap for your loggers or villagers.
That is it for the deck!