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Enchantment (1)

Planeswalker (1)


Maybeboard


A Wolfdeck

Currently under construction.

Ideas and suggestions which are important cards to keep and which cards to throw out of the deck are appreciated (I do hard to limit the deck to only 60 cards...). See also the maybe and side boards for cards I consider(ed).

Ideas and Strategies:

  • Most of the Wolves are power >= 3 -> with Elemental Bond every time I play a Wolf, I can draw another card. If this is another wolf, I can play it again and most likely draw another card (if there is enough Mana, Nykthos, Shrine to Nyx can help with this. Also try to exile a creature with Cemetery Prowler early on, this makes creatues more cheap!). Also, if there is at least one Immerwolf or Nightpack Ambusher on the board, every creature has >= 3 power. You can also use the "surveil" triggered action of a land (Underground Mortuary or Commercial District), before you play a creature and draw a card, to increase the chance of drawing another creature.
  • If I have lots of Mana thanks to Nykthos, Shrine to Nyx and/or the mana ramp with Utopia Sprawl and play an Primal Adversary, I can trigger a lot of counters and additional 3/3 Land-Hybrid-Wolves.
  • If there are one or more Nightpack Ambusher, it is good to save cheap spells (like Utopia Sprawl, Rancor or cheap wolves) and play them in the next round together. This way I get free 2/2 wolves.
  • In the mid game when you run out of cards, sacrify a suitable wolf or token with Momentous Fall to fill up your hand.
  • Elixir of Immortality: as this deck draws a lot of cards and may sacrify or surveil a few onto the graveyard, this card ensures the library will never run empty. This card is just in there for testing, if it is really necessary. If it seems unneccessary I might replace it with another creature, instant or planeswalker.
  • Planeswalker: I wanted to have Arlinn Kord   AND Garruk Relentless  , however, Arlinn is the stronger one in this deck and since I do hard to limit the deck to 60 cards, one planeswalker had to go...
  • Cemetery Prowler: Try to exile a creature and an instant spell as early as possible. This reduces mana cost significantly and lets you play more spells in one round (see combos above which are possible). Best is to exile a spell from the oponent graveyard, so Elixir of Immortality is more effective. But also use the chance with "surveil" or other chances, to get the right card into your graveyard to exile, as this reduces mana cost significantly. After a creature and a instant spell are exiled, no more cards need to be exiled. At least one Prowler should be left on the battlefield, in order to use the ability. All others can die in attacks or be sacrified.
  • Rancor it seems very fun, especially as it is re-useable infinite times. But as the deck aproaches 60 cards I am not sure if this is a good card to keep or not. Games will show. I leave one card in to experiment with it. If it is helpful I need to increase it. If not, I need to get rid of it.
  • Destined / Lead: This is the main winning strategy! Build up creatures with a total power of > 20, assign one target for Lead, then finish your opponent off! Either play destined beforehand (to protect a wolf, or just for fun), or put the card into the graveyard with a "surveil". *Arlinn Kord  : The "overrun" mechanic (first ability of the flip side) is not a bad winning strategy either, if you don't draw a Destined / Lead. Getting the emblem is also not a bad winning strategy, especially if something hinders you to attack.
  • Master of the Wild Hunt: A nice 2/2 wolf spammer. Works especially well with Immerwolf and Nightpack Ambusher. The ability is bad in this context, as it tapps all your defense. However, if there is a creature you cannot get rid in any other way, its not bad to have this ability there. Not sure if this card plays well in this deck, I just have it there for experimentation to see if I need to increase the amount or get rid of it.
  • Rot Wolf a very nice wolf, especially to permanently weaken strong creatures. And the ability to draw a card. However, not sure if to keep or get rid of this wolf, especially since the power is < 3.

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Comments

91% Casual

Competitive

Date added 3 months
Last updated 3 months
Splash colors BR
Legality

This deck is Modern legal.

Rarity (main - side)

8 - 3 Mythic Rares

20 - 2 Rares

15 - 5 Uncommons

8 - 0 Commons

Cards 61
Avg. CMC 3.33
Tokens Beast 3/3 G, Emblem Arlinn Kord, Human 2/2 G, Wolf 1/1 B, Wolf 2/2 G
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