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This is an Aggro Werewolf deck, its my first crack at a transformer deck, and werewolves are just plain awesome :P

Usually plays out like this:

1st turn: Mountain > Reckless Waif  

2nd turn: land > Full Moon's Rise OR any 2 drop creature

3rd turn: land > 3 drop creature

4th turn: land > you can now play every creature in your deck,

now all that's left is to Moonmist at the end of opponent's turn, Seismic Stomp and deal 20 damage (really isn't tough with the naturally high power of werewolves, plus buffs from other cards)

Card Purposes

Seismic Stomp is a potential game ender (usually is). Play it out when your werewolves are transformed, and it forces an opponent to either take massive damage/lose or force defend with their flyers (still taking damage if Full Moon's Rise is out).

Full Moon's Rise is a staple for any werewolf deck. +1/+0, werewolves gain trample, and sackable to regen all werewolves, all for 2 mana!

Moonmist is also a staple. It's amazing for turning a ton of human werewolves into beats, as well as giving your opponents the oh so satisfying look of 'oh, crap.' use it to defend against attacks for the turn, taking out some of your opponents creatures as well.

Immerwolf and Mayor of Avabruck   are self explanatory, but I include them here for the sake of covering all bases. Immerwolf not only has intimidate, but boosts other werewolves by +1/+1 and stops them from transforming back into humans. Mayor of Avabruck   also gives the +1/+1 bonus, and, when transformed, gives you a 2/2 wolf at the end of every turn (buffed by its maker into a 3/3).

Instigator Gang   is great for that all-out attack. Transformed, it gives attacking creatures +3/+0, and with Full Moon's Rise out, the trample damage alone can be huge.

Kruuin Outlaw is a beast. its transformed state has double strike and makes it so that each were can only be blocked by 2 or more creatures, essentially doubling the amount of unblocked attackers you have.

Scorned Villager   is just a fantastic mana ramp, a (G) while not transformed and (G)(G) while it is, along with being a werewolf, and thus, buffable.

Mondronen Shaman   is the 'tsk-tsk' to any players trying to play a ton of spells to try to transform your werewolves back. A fun trick is to play this and not play anything the next turn, forcing all your werewolves to transform.

Huntmaster of the Fells  , the master werewolf. While entering or flipping to a human, you gain 2 life and get a 2/2 wolf. when flipping to a wolf, it deals 2 damage to a player and creature they control. the trample is a nice bonus too. I know Immerwolf is counter-productive to the huntmaster, but it helps immeasurably with the great number of other weres in the deck.

the rest of the deck is pretty self explanatory.

Note: I've built a ton of decks, but I don't consider any of them perfect. There are plenty of more experienced players out there than me, so please, take a gander and let me know if there's anything I can improve on, any and all feedback is welcome!

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  • 1 Gruul Turf +3 Rootbound Crag -1 fungal reaches -1 kazandu refuge -1 branching bolt +1 lightning bolt -3 titantic growth +3 ghor-clan rampager -2 tectonic rift +2 seismic stomp -1 valley rannet +1 harrow

Comments

Date added 11 years
Last updated 10 years
Legality

This deck is Modern legal.

Rarity (main - side)

3 - 0 Mythic Rares

14 - 0 Rares

21 - 1 Uncommons

10 - 0 Commons

Cards 63
Avg. CMC 2.53
Tokens Human 2/2 G, Wolf 2/2 G
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