WumpaWolfy says... #2
Hey, nice to see how you've incorporated the SOI cards into your build! I've been testing my updated Collected Company version for about a week now and I feel like I finally have enough data to give some valuable criticism.
My biggest issue playtesting your build was the lack of creature density, only 19 is pretty low for an aggro/mid range tribal build! Maybe you count it as 22 because of Arlinn? The relatively low creature density meant that using the plus ability of Domri Rade almost always whiffed, meaning that most of the time Domri functions as an expensive sorcery speed fight removal. Compare her card advantage ability to Duskwatch Recruiter Flip who can dig three cards deep or the removal potential to Moonlight Hunt and she seems incredibly sup-par in this build. I'd take a copy of either of the aforementioned cards in this build over a copy of Domri.
This brings me to my second issue, I can't quite tell what the ideal tempo of the deck is. Cards like Village Messenger Flip and Geier Reach Bandit Flip lend themselves to an aggressive build while others like Silverfur Partisan and Arlinn Kord Flip lend themselves more to an attrition style mid-range build. I'm really curious about your impressions of Silverfur are in particular, my testing has found that it's usually too slow to work for the aggro game plan but works OK as a sideboard option against decks with a high saturation of spot removal. I'm not 100% sold on Arlinn in my build, mainly because it takes at least one turn cycle to get to use her burn or anthem abilities but I definitely need some more testing before I cut her completely. I do think she suits your current build much more than mine however, although you should really cut down on cards that clash with AEther Vial. If a grindier version of werewovlves is more your style, I can't help but feel Huntmaster of the Fells Flip should find a way back into your list.
Regarding as specific card choices in your build:
Immerwolf: This guy should be a full playset! He's the bread and butter of any werewolf build, especially in this build where wolf token generation (via Silverfur Partisan, Arlinn Kord Flip, and Mayor of Avabruck Flip) means that he will always be your most consistent lord.
Kruin Outlaw Flip: I hate how little value you get out of her initially but she has probably the most upward potential of all werewolves. I think that three is the correct amount however she should be complemented by at least two Kessig Wolf Run's to take advantage of double strike. I personally run three Kessigs and four Outlaws because I love the combo, however the land is so good I'd probably still run three even if I cut the Outlaw completely. It's way too effective at making combat calculations a mess for your opponent, granting extra reach and fulfilling the essential utility of any werewolf build: allowing you to force a flip while still being efficient with your mana.
Silverfur Partisan: I find this card really hard to assess. It kind of protects your lords, demanding to be removed first lest your opponent give you some solid card advantage off of their removal, however with no removal in the equation it's an undersized beater that is harder to buff than your other undersized beaters like Kruin Outlaw Flip. Even worse is the fact that you don't have any spells that can target your own wolves should you want to proactively create tokens with it. As a result I'm not sure the card is quite mainboard worthy, especially since the three drop slot is probably the most important slot for a werewolf deck. It can be great against control, but against aggro you'll just get out-paced and against mid-range you'll be outclassed size wise.
Village Messenger Flip: As I mentioned earlier, I underestimated this card. I've been using it in my cube as a great RDW 1-drop and both the haste on the human side and menace on the flip side have really helped the card scale throughout games, especially with a couple lords on the field. I'm still not sure if I prefer it over Wolfbitten Captive Flip but for the time being I'm giving it the nod as my go-to aggro one drop.
Domri Rade: As I mentioned earlier Domri should get the boot. I HIGHLY recommend replacing her with Duskwatch Recruiter Flip. Duskwatch Recruiter Flip has been an all-star in my werewolf build AND my unpowered cube, the human side is so powerful that I sometimes actively avoid trying to get it to flip. Additionally, it functions as a decent beater that curves nicely into an Immerwolf, what more can you ask for?
Arlinn Kord Flip: I've talked about her at length already as well but I think running three is fine. Just ask yourself how often you cast her that you would have preferred to have a huntmaster instead.
Atarka's Command: A super flexible card that is unfortunately pretty mediocre in werewolf builds in my experience unfortunately. Which are your most common modes? I used it for a while but I ultimately found the efficiency of Lightning Bolt to be more reliable with only the ramp option being missed.
Gruul Charm: This card can be an amazing silver bullet but there's no point in running a singleton. I like it as a sideboard card to bypass tokens and it helps that it hates out BW tokens which I've played against quite often. I'd personally replace your mainboard copy with a Kessig Wolf Run and put maybe two or three charms in your sideboard.
Moonlight Hunt: This card has been way more powerful than expected in testing and I definitely think that two is the minimum you want to run of this card, I'd probably bump it up to three, especially if you opt not to run any bolts.
Moonmist: Is a great card but you really need more creatures to make it worth running a playset!
My recommended list would look something like this:
4x Immerwolf
3x Kruin Outlaw Flip
2x Huntmaster of the Fells Flip
4x AEther Vial
2x Arlinn Kord Flip
3x Moonmist
22x Land (at least 2x Kessig Wolf Run)
April 22, 2016 3:13 a.m.
WumpaWolfy says... #3
Also I know we have discussed Collected Company werewolf decks in the past but Geier Reach Bandit Flip has cemented the build for me. Turn one Birds of Paradise, turn two Geier Reach Bandit Flip, turn three pass, flip and cast Collected Company, turn four beat down with your army of flipped werewolves. Just something to consider.
April 22, 2016 3:22 a.m.
FangorHelmsar says... #4
Hello Zeke_O,
thx for Your awsome deck which gave me a lot of ideas. I am trying to build my own werewolf tribal aggro deck on budget so I have limited card resources.
Fangor Werewolf Aggro (budget tribal deck)
As I am reading comments above, I consider to remove 1 Forest and 1 Mountain and add 2 Kessig Wolf Run. But I am confused about Duskwatch Recruiter Flip, do you think I should replace 3 Wolfbitten Captive for 3 of him?
I dont like Wolfbitten Captive at all - being potential 2/2 for with pump for which I often need to use somewhere else. I think Silverfur Partisan dont fit in my deck. I also tried Hermit of the Natterknolls Flip but I find him slow and very situational.
Purpose of Neglected Heirloom is to add some flavour and it is possible +3/+3 and first strike pump for . Full Moon's Rise is good with Blasphemous Act and moreover I think it is not so bad especially when I have limited card resources and then my creatures are being removed often :-(.
I would be happy if You have any suggestions to my deck.
Anyway, good job :-) and +1 ;-)
April 25, 2016 9:30 a.m.
Take out the Fire-Lit Thicket. Take out Karplusan Forest Add Copperline Gorge and add Stomping Ground. Mutavault is a great card in any tribal deck. You should take a look at some other tribal decks in modern like Goblins or Merfolk. If I look at your list right now I suspect you dont have a lot of experience with the modern meta, because there are a some way better cards out there. Gruul Charm is horrible. Atarka's Command is OK, but you would be better off running 4 Lightning Bolt. Its pretty safe to say that pretty much every change I mentioned in here is a definitive imporovement, and I could go on. Just check out some modern decks, the lands compositions etc. are pretty similar for most aggro/tribal decks because they have proven themselves like that for years.
May 23, 2016 4:36 a.m.
Furthermore the only werewolf cards that's being played in modern is Huntmaster of the Fells Flip. Might wanna consider adding some of those. Your AEther Vial practically count as lands which means you have 26 lands right now. That seems way too much, I would remove 2 basic lands. In modern you only need about 5 basic lands total to fetch around Blood Moon and to get some from their Path to Exile. The new card Duskwatch Recruiter Flip is a great card, way better than some of the werewolves you have in this deck at the moment. I would cut the 2 copies of Moonlight Hunt and add some more reliable removal like burn spells. Immerwolf is probably the best tribal werewolf card. You're gonna want to put in the full 4 of those. Full Moon's Rise is an OK sideboard card against removal and boardwipes, although Damnation and Supreme Verdict still beat it.
May 23, 2016 4:49 a.m.
jacobfragoza4 says... #7
Hey man i play standard werewolves and even though standard is a slower format i recommend if you want some value off silverfur, you could use Lead by Example it targets 2 wolves for 2 mana and gives them both a +1/+1 counter. Not bad as an instant. Howlpack resurgence is nice as it has flash so you can keep your guys flipped. The thing is you got some cards i cant take advantage of in standard like immerwolf who is amazing and moonmist so the deck can perform even better. They just spoiled a werewolf eldrazi that flips for free mana off of geier reach bandits flip side. The eldrazi werewolves flip for paying mana and stay flipped. Its also a 2/1 for 1. Its called Kessig Prowler. Definitely keep the atarkas commands too as they can help you win fast some games, in standard wolves ive won turn 4 with two in my hand, its not a card to just push aside. You should probably add bolt. I also don't see anything wrong with keeping in a couple of moonlight hunt as that card has killed big creatures for me before. I also think duskwatch recruiter helps you out a lot since he cuts mana costs for creatures which is great for a competitive modern deck. Im sure there will be even more good werewolves to come in eldritch moon
June 30, 2016 1:12 a.m.
sanobanat0 says... #8
This is just me, But I'd sideboard a Voltaic Key or two to counter an aggro deck that could out-aggro you, which could happen from time to time.
Zeke_0 says... #1
FTWinchester and Magnalian,
I've thought about Duskwatch Recruiter Flip, but opted for Domri Rade because of the removal and being another target other than myself. However, Duskwatch Recruiter Flip's ability would work better and be able to be done more than once per turn/on opponents' turns. Hmmm, maybe I'll swap them.
Hermit of the Natterknolls Flip could be good, but is kinda conditional especially depending on the deck I'm against.
And yes, Sage of Ancient Lore Flip is really cool and will be going in a werewolf commander deck I'm working on.
Borostar,
I have thought about it, and if I add the Duskwatch Recruiter Flips it would work even better. But it's a spell, it costs 4 mana, and I would have to make drop something to add it, which would most likely be utility spells making my deck have less answers, so I'm not sure it's worth adding.
Thanks for the suggestion, everybody!
April 5, 2016 1:26 a.m.