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Wolves, Werewolves & a Savage Beating

Commander / EDH RG (Gruul) Transform Werewolf Wolf

Cmywilli


Maybeboard


If you have ever seen Edric, Spymaster of Trest deck running around taking extra turns with winnies... then this will feel very similar. Unlike Edric... we can't run optimal winnies in either cost efficiency for stacking the board or evasion but! We do get to play with wolves and werewolves... so you should have already expected this to be sub-optimal but a lot of Tribal Fun!

I love playing any version of Edric (Budget, CEDH, Tribal, ect.). I also really enjoy Tribal decks of any nature regardless of format... and I especially enjoy werewolf lore. So when I seen the new legendary werewolf Tovolar, Dire Overlord  ... I had to combine it all!

Optimal Turn openings for draw/speed will go as follows:

  1. T1: Land, Mass Hysteria or Concordant Crossroads; T2: Land, 2CC wolf/werewolf; T3: Land, Tovolar, Dire Overlord  ... and enjoy. This is an aggressive deck so you should be able to optimize on the early haste more then your opponents and if not & if they try to capitalize on it, then they won't have blockers to stop your draw. You will see more of your cards with this start then any other.

  2. T1: Land, 1CC Wolf/werewolf; T2: Land, 2CC wolf/werewolf; T3: Land, Tovolar, Dire Overlord  ... By far will be your most common start. This will get you the second deepest in your deck if left to atk openly.

  3. T2: Land, 1CC Ramp (don't forget Green Sun's Zenith can grab Dryad Arbor on this turn for ramp); T2: Land, Tovolar, Dire Overlord  ; T3: Land, put 2 wolves/werewolves into play. This is the slowest of the three openers in terms of digging for fun stuff but! gets you more mana a little sooner in the game & by Turn 5/6 it's caught up in terms of drawing power.

In the end, you will want to mold your removal and/or answers to your meta. I put the ones I felt would be most universally useful in the deck & other less common idea's in the maybe-board. In the maybe-board I also included some other upgrades & substitutions I considered & maybe still use.

Your meta will also dictate if you need to play a little more cautiously, of course... and maybe not go for any of the above mentioned quickest starts but rather leave mana open for responses and play a turn or two off. Just remember your critters are a bit smaller so the longer you hold out on atking with this deck, the less draw and cards you will see... not to mention the bigger creatures will drop on there end.

If you roll with all the extra combat step cards rather then some of the enchantments I went with... it is possible to cycle combat steps into each other on T5 or T6 but it requires a little more haste in the deck & an early lucky draw of one of you ramp/untap land effects. Another possibly more affordable route would be to go with more traditional ramp spells instead of the untap effects & swap in some traditional green wincons like Overrun & Overwhelming Stampede effects. There are some pretty cool creatures out there with those effects built into them either as an ETB or upon atk & they are pretty affordable. The only expensive one for the most part is Craterhoof Behemoth.

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93% Casual

Competitive

Date added 3 years
Last updated 2 years
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

4 - 0 Mythic Rares

33 - 0 Rares

20 - 0 Uncommons

20 - 0 Commons

Cards 100
Avg. CMC 2.25
Tokens Day, Human 2/2 G, Night, Wolf 2/2 G
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