I'm usually fine mana wise for Wolfir Silverheart , since he's only a one of in my deck i play him as a game ender, or i can just fetch him using Garruk Relentless Flip . 3 Moonmist seems to work fine for me run pretty well. I'm not set on the Scorned Villager Flip s but this fnm they did pretty well for me. running 2Reckless Waif Flip is certainly an option i might explore but it better suits an aggressive werewolf deck with more swords, which are too expensive (except body and mind, but its not too game changing. I think bonfire is an okay card, but it hasn't been working out for me havn't had a single miracle with it, and i often get stuck with it in my hand, i might go for a 3rd Revenge of the Hunted and throw bonfire in the sideboard.
I'm probably going to use this deck in one more FNM then i might give my human deck a try until m13 brings Rancor .
June 16, 2012 5:16 a.m.
3 Revenge of the Hunted might be too many, but you could test it. I think you want to make this deck more aggressive once Rancor becomes standard.
As far as Bonfire of the Damned goes, I can think of a lot of situations where it's in your hand where just spending 3 mana on it will help, especially against Lingering Souls decks and other token/aggro decks.
Also, Thrun, the Last Troll will really help against blue decks. He's almost impossible to get rid of.
June 16, 2012 5:37 a.m.
Lingering Souls is not very common as far as i've seen. I only recently started playing bonfire so I'll continue testing it.
Thrun, the Last Troll is pretty neat i know but he's not cheap, and he's not going to be standard legal for long, I'm avoiding the more expensive mirrodin set cards. plus i'm trying to get some Cavern of Souls because i don't like counter spells, and they aint cheap.
I'm finding more and more that this deck is not forgiving to mistakes, compared with other decks
June 16, 2012 6:08 a.m.
Huntmaster of the Fells and Immerwolf just don't work together. Your goal is to transform the Huntmaster to activate his awesome abilities and with Immerwolf, you just can't do it...
June 16, 2012 4:42 p.m.
I get sad when I see that fallacy... Huntmaster of the Fells Flip and Immerwolf work just fine together, even if you don't factor in the fact that Huntmaster of the Fells Flip often gets killed before it gets to flip, or flip back, though that makes it less bad, and thus better.
Getting 2 life and 6 power and toughness spread out on two bodies for 4 mana is not bad, having the Huntmaster transform and dealing the damage and after that having 8 power and toughness spread out over two bodies is nice as well, and then when you have more Immerwolf s out, or perhaps adding a Howlpack Alpha Flip or two, you get much more, and it's not that unlikely that you have something like that out
If you were to broaden your argument and say something along the lines of "Huntmaster of the Fells Flip seems like it works against the entire thing you're attempting to accomplish" you would be as correct as you are in stating that it doesn't work with Immerwolf and you're actually not wrong, Huntmaster is just good enough that you don't need full value from it for it to be good
June 16, 2012 6:37 p.m.
idespisestandard says... #7
On Wolfir Avenger in the description you said you hate board wipes. Then why no card:Full Moon's Rise? Also, Instigator Gang Flip is amazingly good (it's won me games), and I'd try to maybe push Daybreak Ranger Flip into the sideboard to make room for it.
If you want to check out my werewolf deck: deck:weres-and-wolves
June 24, 2012 9:31 p.m.
I used to run card:Full Moon's Rise, but it tended to make me overextend too much, and a plain better strategy against decks like that are to play slower and force out the board wipe on my 1-2 creatures (mayor + wolfbitten is perfect) the sac for regenerating all my werewolves seems like it would be insanely good, but it just didn't seem to play out as nicely and i would have to sacrifice control or creatures to put it in, and I need to small amount of control that I run and I have a hard time replacing creatures. I also ran instigator gang, but it takes up a 4cmc slot, and huntmaster or garruk ussually takes priority.
MY plan once m13 is released is to add 2 Rancor 's to my deck to add some really strong early aggression, since it costs less than card:Full Moon's Rise and has more lastibility, In the mean time i might try throwing a couple FMR in my sideboard for control decks, but I don't think it's really important in the mainboard. I might also try running maybe 1 instigator gang, I'm still unsure of Daybreak Ranger Flip s value in the mainboard, but that's why i need to test it more to see if it's worth running.
June 24, 2012 11:24 p.m.
You're still planning on going full aggro after M13, then?
I want to mention that you have 9 creatures that don't benefit from card:Full Moon's Rise, just keep that in your considerations when you debate putting it in, oh, and you make a lot of wolf tokens sometimes, and they aren't protected by it either
About Daybreak Ranger Flip : it is awesome, being able to murder all your opponent's creatures is a good thing, the only reason I can see for not having it around is your opponents not having a lot of creatures you want to murder, and then I'd at least keep them in the sideboard, for when you want to murder creatures anyway... or you could just go aggro, in which case you're trying to kill them before the creatures become relevant.
June 25, 2012 7:29 a.m.
Well I'm giving a more aggressive build a try, we'll see come this Friday how it does, and then I can decide if i want to stick with the more aggressive route, or just pretty much go back to what i had before. Daybreak Ranger Flip has been pretty nice in my tests with it so far, with it's weakness being creature-less decks like you mentioned. Rancor will be going in with either route i take, as it's highly beneficial to both styles of play making Wolfbitten Captive Flip and Kruin Outlaw Flip highly devastating, or making wolf tokens more of a threat.
comments seem to be getting a little full again, I will probably reset them later today to remove the clutter, but thanks for all the comments, tips, and advice, it helps to have me try new ideas and get me thinking about other ideas i could abuse!
June 25, 2012 7:57 a.m.
Well, for a deck designed on overwhelming the opponent, it isn't that fast. Your running too many creatures, which kills how flexible you can be. There are other green spells out there that could be supporting this deck, making your creatures stronger, and making your opponent unable to get past your creatures. Think about dropping the amount of creatures your running, and adding in some cards that can make the deck run faster. Try Descendant's Path.
June 29, 2012 1:43 p.m.
Problem with card:Descendants' Path I'm seeing is that you reveal and cast the creature, which means my werewolves don't flip. And it's not a "you may'' cards it's a "You do this" kind of card so that wouldn't really solve the speed of the deck, because i need my werewolves flipped
June 29, 2012 2:15 p.m.
Here's my competitive Werewolf deck: Zandl's Werewolf Aggro
I playtested the hell out of it, since that was the deck I was originally taking to SCG Open: Phoenix back in April.
June 29, 2012 2:21 p.m.
Did you end up taking it to the open in the end? And if so, how'd the deck do?
interesting though using Strangleroot Geist . I do like card:Green Sun's Zenith , but the problem I have is that it's too costly money wise for the amount of time i'd be playing it (3 months) the benefit does not exceed the cost here for me at least.
June 29, 2012 4:20 p.m.
I actually didn't take this after all. I piloted Wolf Run White (Day of Judgment , Elesh Norn, Grand Cenobite ) because, frankly, it's just better.
If you aren't going to get card:Green Sun's Zenith , I honestly feel like it wouldn't be worth it to play Werewolves right now.
June 29, 2012 4:29 p.m.
I mean I don't have any other other decks that are good enough so.
June 29, 2012 5:44 p.m.
I repeat, as I've said many times, aggro, or even fast werewolves is hard if not impossible, go midrange, you can still overwhelm your opponents (Just got in from an FNM with my own deck:a-lovely-walk-in-the-moonlit-woods, went 4-2, because I made some STUPID mistakes in the two lost games)
Zealous Conscripts is really nice, especially when your opponents don't anticipate it, and play right into it, stealing a big thing and hitting them with it is awesome
card:Green Sun's Zenith is not entirely necessary, though it is very nice, as it gets you any of your good creatures, when you want them, and playing up to 4 extra copies of all your best creatures is awesome
I forgot, what are you trying to beat in your meta? Are you staring down a lot of Delver, or is it Ramp? Maybe Control? In any case, I'd go up to 2 Zealous Conscripts in the board, it sometimes just wins the game against decks trying to go big
June 29, 2012 10:37 p.m.
i traded for another conscripts, sadly i didnt get to use any as i went 0-4. Reckless Waif Flip is way too slow your right, it's going out for sure. As for what i am trying to beat i can't really say there's a specific deck that most people play. Out of 5 fnm's i've only seen delver one of the nights, and that was 3 delver games in a row. I havn't necessarily played them much but i do notice people playing lots of Pod type decks B/G and R/W/G. I personally seem to go against a lot of control type decks ussually esper or plainswalker board wipe types. Oh and Mono black (or sometimes a zombie variant) seems to be somewhat popular with Massacre Wurm and other big nasties.
That being said I don't really know what i'm trying to counter as their's not 1 playstyle that seems to rule over the others in popularity the decks I face just seem to vary each week or i'll play people who beat me in a previous week and beat me once again the next time. I think i'm going to take a bit of a break with this deck though, it's been extremely frustrating losing after the amount of effort i've put in it trying to make it good. I'll still play test it though until I feel like I can play it without getting severey disappointed at the end of the night.
June 30, 2012 2:41 a.m.
Only way to certainly lose is to not play at all. Personally, I go in, expecting to go 0-6 every time, so every win is a pleasant surprise, shock even.
Now, playtesting alone helps nothing unless you're trying to find something fundamentally wrong with the deck, taking it to FNM and asking people around for their opinions, especially the people who go to larger tournaments.
Experiment, inquire, get your hindside handed to you, those are things that are best done in an enviroment that is diverse, and the best chance you have of becoming a good magic player is to lose a lot of games of magic, as long as you take something from your losses, every loss is a victory.
I agree with removing Reckless Waif Flip , she's good on turn 1 on the play, other than that, I find her meh. Against Control, I find that Bonfire of the Damned goes a long way, Miracles in all really help in games you can't win, which is unfair, and that's good.
I've found Instigator Gang Flip to be lacking, actually, I can't imagine it being better than Wolfir Silverheart , also, Kruin Outlaw Flip is nice and all, but I think she's a bit too clunky if you're not up against a slower deck.
June 30, 2012 9:17 a.m.
That seemed pretentious, and lacked any sort of sense, sorry
June 30, 2012 9:21 a.m.
I ask for opinions if the person I play against is talkative and friendly, though after the first two losses I stopped being in a mood to be a talkative player, I'm just the kind of guy who does not enjoy losing 4 games in a row. Also having the worst luck on hands and draws did not make me a very happy camper.
I Like Instigator Gang Flip , but you're right, I'll probably look into picking up another silverheart. Kruin Outlaw Flip has been doing fantastic for me, it was the source of my victory in 1 of my 3 wins, and also made at least 2 other games extremely close.
June 30, 2012 4:29 p.m.
If you want to eliminate bad draws, cut your non-green creatures for GSZ, and run some Birds as well, you've heard that a million times, but it's true, also, you might want to try and get up to 24 lands (if manascrewing is your problem), but the best thing you can do right now is to learn how to lose, and that probably means play more magic, a lot more magic.
Sorry if I sound like a broken record
June 30, 2012 7:45 p.m.
I wish I could play more magic, but the main problem i have in that department is that all my friends who play the game and have more competitive geared decks are home for the summer in states out of my reach, and my friends here don't play and they would not want to invest much even if i did get them into it.
I can't really invest 40 bucks into a playset of GSZ if it's only going to be around for 3 months, If i added any mana dorks, I'd probably go for Scorned Villager Flip because it is a werewolf. Adding more lands could be good, but then i have to sacrifice something else, and I have also had problems drawing too many lands and no creatures, so it's a tough decision.
I'm almost even looking at card:Yeva, Nature's Herald and cutting all mono red creatures, as it would be a pretty nice with werewolves, only problem of course being that it costs 4 to play so it would not solve early lack of speed the deck has.
June 30, 2012 9:21 p.m.
Werewolves NEED to be fast... otherwise they do pretty much nothing. That being said you would want your CMC to top off at 4 and the ONLY 4 drops should be Huntsmaster. Garruk and instigator are way too slow for a werewolf deck. I can understand the one silverheart since it can help you win games if needed. If you really want to make the deck win though you really want those GSZs... Also use Young Wolf for a 1 drop... he is just fantastic since you can swing without worry and rack up the damage. Also Is the fight guy working out for you? He is a nice utility but you want to just keep swinging and him to me is a more late game card once they are flipped but you are most likely losing at that point and he won't be able to give you a come back. Try using the werewolf enchantment that gives all your werewolves and wolves +1/+0 and Trample and allows you to sacrifice it to give all of them regen in a few playtests (I cannot remember the name). It will allow you to do even more dmg and get it through even when blocked. Also save your whole board in case a DOJ or something similar. I also still think you should play 4 Moonmist s since that card is just stupid good in a werewolf deck... Scorned Villager Flip is good as a mana dork for you if needed and works very welll with Wolfbitten Captive Flip and Moonmist since you can swing/block and then use the GG it taps for flipped to activate either of the two. Just some thoughts of mine you can decde yourself what you wanna do with them though. Good Luck :)
July 1, 2012 5:40 a.m.
I totally get not wanting to get GSZ, it seems like a bit of a waste of money at this point in time, but it's a good spell, and I have to mention it.
I like your Yeva plan, might steal that and claim it was my own idea, especially since it makes it VERY hard for the opponent to attack profitably.
Now to shine some light on the wall of text (please disagree with me, these comments are about learning more about magic, aren't they?). Why do werewolves NEED to be fast? The reason I continue to say you cannot be fast with werewolves, is with a format that has good fast decks, like Delver, GR Aggro, Naya Aggro and Zombies, making a slower version of one of them and then trying to win by being fast just seems bad, especially when you face one of those decks, since it will outspeed you consistently.
When it comes to one-drops, you have 5 options: Reckless Waif Flip , Wolfbitten Captive Flip , Young Wolf , Ulvenwald Tracker and Birds of Paradise . Of course, they each have their merits.
Reckless Waif Flip is awesome Turn 1 on the play, when your opponent doesn't have a turn 1 play, then you're pretty far ahead, however, a 1/1 for 1 isn't that good, and that's what it is everywhere else, mostly.
Wolfbitten Captive Flip is awesome everywhere Reckless Waif Flip isn't, just being a 3/3 or 2/2 for 1 mana.
Young Wolf is really good at blocking, but actually, not that good at attacking, since it gets blocked by everything, except mana dorks and zombies (and since when do zombies block anyway?).
Ulvenwald Tracker makes it so that your opponent can't profitably play creatures, but it dies to Gut Shot and everything else, and it doesn't do much by itself.
And Birds of Paradise gives you much more tempo, accelerating you to 3 mana on turn 2, where you can play all sorts of awesome things, like Wolfir Avenger , however, it doesn't attack or block very well.
As for card:Full Moon's Rise, it doesn't help wolves, meaning 10 of the creatures here don't benefit from it, and neither do wolf tokens.
Moonmist is an awesome trick, nothing else, besides, you only really need to draw 1, which is generally what 3-ofs is for.
cehr says... #1
How often are you hitting 5 mana for Wolfir Silverheart ? Is he ever dead in your hand? If he is, I feel you'd be better served by another Moonmist or something. I also really don't like Scorned Villager Flip , maybe drop them for Reckless Waif Flip ? If you're having trouble with counterspells, you'll want to have more little threats that you can push out.
I really like that Bonfire of the Damned , though.
June 16, 2012 3:44 a.m.