Werewolves

Modern* Ryuzaki2783

7 COMMENTS | 523 VIEWS


KorApprentice says... #1

I think your major problem is that you don't have . It is completely understandable if you cannot afford him, he comes with quite a pricetag, but he really makes werewolf decks work. And if flying is giving you trouble, a playset of s would go a long way. should be a 4-of as well if you can afford more of him. 4 s if you can. I hope that I have helped you in some way.

March 29, 2012 2:38 p.m.

2austin5 says... #2

if you are worried about flying then sideboard some so the not flipping back won't effect you too much. The +1/+1 boost helps if you have more than one , it is very useful flipped. Also, with red find some burns that can be used to clear the field like WhipflareMTG Card: Whipflare or SlagstormMTG Card: Slagstorm so that you can get rid of their small creatures and swing for more damage. seeing as there is not creatures here that can alone handle Wurmcoil EngineMTG Card: Wurmcoil Engine and titans, you may want to run some Kessig Wolf RunMTG Card: Kessig Wolf Runs and sideboard Ancient GrudgeMTG Card: Ancient Grudge. Also, Curse of the Pierced HeartMTG Card: Curse of the Pierced Heart seems a bit out of place.

March 29, 2012 2:40 p.m.

Ryuzaki2783 says... #3

I have x2 I definitely will look into 3x next time I go single hunting as well as 2x that way those will be full playsets.

I put this together from what I had in the recent packs I bought . I will add a list of what I do have to my maybe board if you have time to look it over.

Thanks for the input.

March 29, 2012 2:45 p.m.

Ryuzaki2783 says... #4

2austin5 I just saw your suggestions as well and the sideboard options are worth a look I admit. I have a before you posted so now i'm certain. Also what's better really ?

March 29, 2012 2:59 p.m.

2austin5 says... #5

It honestly depends on what you are trying to do. Huntmaster is good because when he enters you get 2 life and a blocker right away. Then he flips and you ShockMTG Card: Shock something. And if he flips a lot then he becomes very effective. However he is also a huge target and because of the legend rule you can only have one of him on the field at a time. ImmerwolfMTG Card: Immerwolf is good because he keeps the power in the werewolf's and he powers them up, but he is also a target but he is more flexible. so it all depends on what perspective you want to build the deck in because ImmerwolfMTG Card: Immerwolf makes hunt master useless

March 29, 2012 3:06 p.m.

bcurran says... #6

ImmerwolfMTG Card: Immerwolf does not make Huntmaster useless. Yes, there is anti-synergy between them; but even just getting a 2-for-1 when you play Huntmaster is still very good. Just because cards don't work that well together it doesn't mean that you absolutely can't play them in the same deck.

Also this deck is BEGGING for 4x Green Sun's Zenith MTG Card: Green Sun's Zenith .

March 29, 2012 6:24 p.m.

KorApprentice says... #7

I used to believe that the two cards should not be run together, but now I would not run a werewolf deck without 4 of each. As bcurran said, even with is still ridiculously powerful. He will still flip at least once, which gets you a total of 2 life, a 2/2 wolf token, 2 damage to target player and a creature they control, and a 4/4 trample for 4 mana. Um, Wut? Exactly. He's certainly worth his $30 pricetag, even with ImmerwolfMTG Card: Immerwolf. In fact, the ImmerwolfMTG Card: Immerwolf increases your total output with Huntmaster by giving you a 3/3 wolf and a 5/5 trample in the end.

March 29, 2012 6:31 p.m.

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