Wrath of the Moonborn

Modern Orohu

SCORE: 22 | 95 COMMENTS | 8773 VIEWS | IN 11 FOLDERS


2austin5 says... #1

would really be a useful card in the deck. Also, If you can get them try to get Rootbound CragMTG Card: Rootbound Crags to fix your mana base a bit, just gives you better access to the mana you need. Also consider Kessig Wolf RunMTG Card: Kessig Wolf Run these changes make a huge difference in the long run. Also the new wolfir creatures are very useful in this type of setting

May 2, 2012 1:10 p.m.

Syinide says... #2

I would take out the 2 and 1x . When she flips, she's devastating.

I'd also try and cut out the less useful cards to make your deck 60 cards. It will make it more consistent rather than drawing random cards you may not need.

May 2, 2012 1:14 p.m.

Orohu says... #3

@2austin5: I managed to get a hold of a and a s, but I think the may still be a valuable asset in my deck.

I updated my deck and placed it at deck:wrath-of-the-moonborn-v2

May 8, 2012 4:30 p.m.

Wabbbit says... #4

, could all be good. Max out on the .

May 9, 2012 10:08 a.m.

Orohu says... #5

Okay, I updated this deck, and got some more cards. I might have a trade for a second coming through (if the store needs a Cavern of SoulsMTG Card: Cavern of Souls for Friday Night Magic), too.

May 9, 2012 11:44 p.m.

Gemakai says... #6

I'd try to run more card:Full Moon's Rise if you can help it. So many times has my game been ruined because of a Day of Judgment or Ratchet Bomb

Moonmist to help control making your werewolves transform is also very helpful (as well as prevent damage from their non werewolf/wolf creature)

I'd suggest removing the Pyreheart Wolf as while it's ability is nice. He's just a bit slow. Maybe sideboard him and Mondronen Shaman  Flip for those instance when they're more useful

May 24, 2012 10:55 a.m.

TheFrozenFox says... #7

I like the deck bud, I might make a deck like it with a few tweaks of my own. Good job +1

May 24, 2012 3:12 p.m.

Orohu says... #8

I have some more Full Moon's Rise to put into my deck, if you think it'd help.

June 5, 2012 5 p.m.

MTG_Player says... #9

Nice, the only thing is Huntmaster of the Fells  Flip has terrible synergy with Immerwolf because it prevents Huntmaster from flipping. So avoid playing one until you play the other.

June 5, 2012 5:02 p.m.

Fibbe says... #10

Looks good, but there's definitely room for growth, an important thing to remember when you build a deck is how to not die, you need to somehow make your opponent not kill you for long enough for you to kill them, I'd suggest some removal, damage spells along the lines of Incinerate , Shock , Brimstone Volley or Pillar of Flame .

Also, Huntmaster of the Fells  Flip is a really good card, and has excellent synergy with Immerwolf , and anyone telling you otherwise is lying to you and thus are bad people.

Also also, Mondronen Shaman  Flip does nothing, and cards that do nothing generally aren't good.

June 6, 2012 6:06 a.m.

Orohu says... #11

Right... I probably don't need too many card:Tovolar's Magehunter if I have an Immerwolf on the field at most times.

June 10, 2012 8:31 p.m.

Fibbe says... #12

Precisely, you're better off replacing them with cards that do things, maybe Huntmaster of the Fells  Flip or Wolfir Avenger or Shock

June 10, 2012 9:19 p.m.

Orohu says... #13

I forgot to mention that I removed 1 Forest and 1 Mountain, but added two Rootbound Crag s.

June 10, 2012 9:56 p.m.

Fibbe says... #14

Why run only 1 card:Full Moon's Rise? Having just one means not drawing it relibly, in fact, I'd suggest cutting it entirely, since you have 15 creatures that don't benefit from it, and you have token producers that make tokens that don't benefit from it either

I'm a bit confused as to what your plan is, your curve seems to be a bit too high to be actual aggro, might I suggest a bit more of a midrange approach? perhaps slipping an Ulvenwald Tracker or two into your deck?

June 27, 2012 12:48 a.m.

metalmagic says... #15

Huntmaster of the Fells  Flip is better without Immerwolf . His main role is to flip back and forth as much as possible to get the most value out of him. Immerwolf prevents that from happening and lowers his power level dramatically. Mondronen Shaman  Flip also really doesn't do a lot, unfortunately. I would cut them and the 1 card:Full Moon's Rise, like Fibbe suggested, to get the deck down to 60 cards. I'd probably take out 1 Pyreheart Wolf for an Instigator Gang  Flip s, as they are magnificent and having multiple of the wolves is redundant. I'd also swap the two Huntmasters for the 3rd and 4th Gangs. They are much more beneficial to the deck.

June 27, 2012 5:36 p.m.

Orohu says... #16

After two months of not using this deck, I decided to give it a spin again. I managed to get the best of a Teneb EDH deck (The player was using it as a 99 card deck) within a few turns using mostly Mayor of Avabruck  Flip and Immerwolf . I'm planning on putting a Cavern of Souls in it soon, to deal with blue decks.

Anyways, now that I'm using this deck again, I'd appreciate some more suggestions.

August 28, 2012 12:40 p.m.

Gemakai says... #17

People say that Huntmaster of the Fells  Flip is better without Immerwolf and if you were just playing Huntermaster of the Fells with no wolves or werewolves, that would be true, but if wolves and werewolves are the decks theme, then Immerwolf really ramps them up. More often than not, if you do come across the situation where Immerwolf is preventing Huntmaster from transforming back, then chances are you're in a very strong situation as it is.

Mayor of Avabruck  Flip is a must for any werewolf deck and Kruin Outlaw  Flip flat out wins games for me. As far as one drops go, Wolfbitten Captive  Flip is my one drop of choice as where you might be losing 1 power over Reckless Waif  Flip , the ability to buff up the captive can complete change the tide of battle.

Mondronen Shaman  Flip is a card I just flat out never use. Instigator Gang  Flip does have some value since it buffs (if only slightly) just by existing, but I feel he's a bit on the expensive side. Course, if you also run Birds of Paradise this may well be a moot point.

Also, it may only be legal for another month, but I personally LOVE card:Green Sun's Zenith And highly recommend at least 2.

Will post more if I have any other ideas.

August 28, 2012 5:37 p.m.

Fibbe says... #18

You might want to think about adding Rancor , it turns any crature into a big-ish threat, and Rancor +Kruin Outlaw  Flip is dirty, and if the outlaw ever flips, it's downright filthy, you will feel bad for doing it, if you don't, you have no soul.

This deck has very few ways of interacting with the opponent, which might mean it has problems dealing with decks playing magic cards, sorry, that sounded harsh, but with only one way of killing creatures in Garruk Relentless  Flip , and no way of dealing with, say, Hero of Bladehold or Restoration Angel I'd be worried about playing a deck that can't deal with those, Beast Within , while rotating out quite soon, deals with all the things.

The one- drops among the werewolves and wolves seem a bit weak to me, I'd suggest dropping those entirely in favor of Birds of Paradise or Ulvenwald Tracker , assuming you want to take this deck to play against competitive or semi-competitive standard opponents, if not, and you want to stay with the werewolf theme, you might want to run just Wolfbitten Captive  Flip , a 3/3 for 1 mana that turns into a 2/2 is better than a 1/1 that turns into a 3/2 (Reckless Waif  Flip ), and both are better than a 1/1 for 1 that might turn into a 2/2 which will end up doing nothing (Young Wolf )

I have other bits of advice, but it depends most on what kinds of decks you're planning on playing against, except these: Burn spells that kill creatures help you win games, Mondronen Shaman  Flip only helps you win games you're already winning, and you don't have to win one match twice, you have to win two matches once

August 30, 2012 11:13 a.m.

Gemakai says... #19

Rancor is nice and all. But if I'd rather run card:Full Moon's Rise in the Werewolf heavy deck. Now if you're more half and half on werewolves and wolves, then split the difference, 2 card:Full Moon's Rise and 2 Rancor s, but FMR regenerate aspect has completely saved games for me because it saved my werewolves.

Again, it really depends on what's your ratio of werewolves to non-Werewolves

August 30, 2012 1:35 p.m.

Orohu says... #20

I made a few tweaks. I took out a Forest and a Pyreheart Wolf to make room for a Daybreak Ranger  Flip , Bonfire of the Damned , and a Cavern of Souls . What do you think?

August 31, 2012 12:31 a.m.

Fibbe says... #21

I think you should get rid of Evolving Wilds and try maxing out on lands that produce multiple colors and sometimes come into play untapped

August 31, 2012 2:49 a.m.

Orohu says... #22

I'll be sure to pick up a few Rootbound Crag s to get a full playset. That, and more Kessig Wolf Run s wouldn't hurt, right?

August 31, 2012 1:05 p.m.

Fibbe says... #23

Lands that are also spells are good, Kessig Wolf Run is such a land.

September 1, 2012 3:14 a.m.

Orohu says... #24

I added a Kessig Wolf Run and Rootbound Crag in place of the two Evolving Wilds

September 1, 2012 1:44 p.m.

Orohu says... #25

I might need hel trimming four cards out. Any suggestions are appreciated.

September 6, 2012 2:36 p.m.

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