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Switch to Forum Live View Fur and Fury, R/G werewolf
2 years ago  ::  Oct 01, 2011 - 1:37PM #41
Urbonov
Date Joined: Sep 19, 2011
Posts: 91
Actually, on the subject of Overrun here's another question.

Overrun is in the deck with the purpose of likely being a game ender. I may have a good amount of creatures on eh board, but my foe has just enough of a defence that, if i were to attack with some or all of my creatures, any little thing might swing the combat in his favour and set me back or lose me the game. Then comes Overrun to make everyone on my team that much scarier, and with Trample, bring the hurt to the foe themselves.

But my question is this. Is Overrun the only option for this "game ender" slot? some uber rare and powerful swords have been suggested, but is there anything else? Is there a red card in standard right now that might work as well? A different green card?

I'd love to hear your thoughts on this.
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2 years ago  ::  Oct 01, 2011 - 3:12PM #42
Arkmer
Date Joined: Mar 19, 2011
Posts: 44
I honestly think just adding removal will solve the Overrun issue. If you just kill a few extra things there is no way they can block a Terror of Kruin Pass and friends. And if you threw a Moonmist as well?

Essentially you don't need to Overrun since "I do nothing, go" usually yeilds the same effect on your next turn; most of your guys double their power or more. If they stop you or something, just keep using that removal in your hand! You should be saving it for when you need to get rid of a big thing or they ruin your lost tempo when you try to transform.

I think the first time you attack with a Terror of Kruin Pass and maybe two other guys, you'll see that them having six creatures to block with is simply not possible. Terror has Double Strike so he kills everything, Wildblood Pack makes your guys nuts and has Trample himself. Terror and Wildblood attacking together is 20 damage total and requires 4 blockers minimum. All of those blockers will probably die.

Overrun just isn't necessary, and the "finisher" slot is full of Kruin Outlaw and Instigator Gang. Everything else should be support, by asking about swords or Overrun it feels like your list is all finishers and nothing to get there with.

As far as burn/removal goes, what do you guys think of Rolling Temblor or Slagstorm ?
I am primarily a Limited player, but am attempting some Standard.

Stomper - Standard
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2 years ago  ::  Oct 01, 2011 - 8:33PM #43
FortexCross
Date Joined: Apr 9, 2008
Posts: 27
 What are you guys doing to help against U/W Control? I've been playing against it alot since Innistrad release and it's creaming the hell out of me every time. There's just no reasonable way past 4 Oblivion Rings, 4 Pacifisms, 4 Claustrophobia, and 4 Nevermore. I pack 4 Naturalize and 4 Ranger's Guile side decked but it never seems enough.
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2 years ago  ::  Oct 01, 2011 - 8:49PM #44
touchdown
Date Joined: Mar 18, 2005
Posts: 446
Would Hero of Oxid Ridge be better in the 4-slot than Instigator Gang , even if it isn't a werewolf? How about Nightbird's Clutches as a way to get past problem blockers?

@fortexcross Birthing Pod would be a possible solution to your aura woes (minus o-ring, of course).
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2 years ago  ::  Oct 01, 2011 - 9:25PM #45
Arkmer
Date Joined: Mar 19, 2011
Posts: 44

Oct 1, 2011 -- 8:33PM, FortexCross wrote:

 What are you guys doing to help against U/W Control? I've been playing against it alot since Innistrad release and it's creaming the hell out of me every time. There's just no reasonable way past 4 Oblivion Rings, 4 Pacifisms, 4 Claustrophobia, and 4 Nevermore. I pack 4 Naturalize and 4 Ranger's Guile side decked but it never seems enough.



Run more creatures! He can only debilitate so many, and all that is sorcery speed so you can pretty much pass turn and get a free transform.

Otherwise, be a color hate freak and get some Combust in there to kill his big things, that way he isn't really making progress in the game either. If your stuff is tied down don't be afraid to needlessly board sweep , then try to Creeping Renaissance . You can try to destroy all the enchantments but that's a real waste when you should just target Nevermore with all your enchant removal; it gives him to much card advantage if you have a bunch of what he names in your hand.

Anything locking the mayor down is a waste as well, he makes free tokens unless he actually get's the O-Ring. Daybreak Ranger can still shoot fliers unless it's tapped, same with Nightfall Predator . Instigator Gang and his flipped side still pump while tapped or pacified, just keep playing dudes! The more dudes you have the more enchantments he needs. All those are 1 for 1 tarade offs, so if you can get card advantage you should be fine. Also anything with Hexproof is great because your opponent can't hit it unless he hits it with Nevermore first.

Nevermore is where his card advantage is probably coming from since it can shut down 4 cards with one. But! If he doesn't name Naturalize or Bramblecrush you can just kill them and get your 4 card slots back. So that's potentially 2 Nevermore wasted on stuff you aren't really using anyway and he probably won't have more than 2; if he does, he is almost back to par in card advantage again... sort of.

Edit: You can always reach across the table and punch him. Or splash white for Paraselene (which should really just be Tranquility ; white get's so much utility...).

I am primarily a Limited player, but am attempting some Standard.

Stomper - Standard
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2 years ago  ::  Oct 01, 2011 - 9:38PM #46
Urbonov
Date Joined: Sep 19, 2011
Posts: 91
Swiftfoot boots perhaps?
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2 years ago  ::  Oct 01, 2011 - 9:53PM #47
FortexCross
Date Joined: Apr 9, 2008
Posts: 27
 The problem comes in when he does all that lockdown and then plays Geist of Saint Traft. And backs it up with a few Gideon's Lawkeepers. I attack and he just runs 6 damage into me. I try to block the Geist and he taps my wolves preemptively. Etierh way I'm locked down and sucking damage. And I can only Moonmist so much.
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2 years ago  ::  Oct 01, 2011 - 9:57PM #48
Urbonov
Date Joined: Sep 19, 2011
Posts: 91

Oct 1, 2011 -- 9:53PM, FortexCross wrote:

 The problem comes in when he does all that lockdown and then plays Geist of Saint Traft. And backs it up with a few Gideon's Lawkeepers. I attack and he just runs 6 damage into me. I try to block the Geist and he taps my wolves preemptively. Etierh way I'm locked down and sucking damage. And I can only Moonmist so much.




Well, the weak link in that chain is the lawkeepers, who arn't the toughest of guys, just use some red burns spells to turn em to ash, then block the saint normally. Is why I want a few devil's play and/or Incinerates in my deck.

Also, if u wanted to keep em in your sideboard, a ambush viper would solve the saint problem too. Love those little guys.

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2 years ago  ::  Oct 03, 2011 - 11:00AM #49
Urbonov
Date Joined: Sep 19, 2011
Posts: 91
I had an odd idea (brought on by my inability to find Swords in my budget), but hear me out.

My Werewolf deck is meant to be aggressive, and part of the draw of the werewolf transform mechanic is that is puts a little pressure on my opponent to try and keep my wolves from transforming.

So we have my wolves straining at the leash (hehe) and my opportune trying to balance working his own strategy with trying to control the transformations.

So, the thought I had, that perhaps adds a little more pressure, Shrine of Burning Rage .

Now, here me out on this.

1) The shrine is a ticking bomb in their face. The longer it remains, the more powerful it gets, and they are aware of it. It puts pressure on them to try and bring the fight to me before it goes off and that may leave them open to a wolfy counter-attack.

2) It's a potential creature destroyer without actually having to cast a spell, so I can burn away a threat without endangering a possible transformation.

Now, I'm just thinking maybe 2 in the deck. Am I off my rocker? Is there a flaw or strategy with this that I am not aware of?(only used this in a rage extractor deck, don't ask...)

Creatures (20)
4x Birds of Paradise
4x Mayor of Avabruck
3x Reckless Waif
3x Kruin Outlaw
2x Daybreak Ranger
2x Instigator Gang
2x Hanweir Watchkeep

Spells (16)
4x Moonmist
4x Prey Upon
3x Full Moon's Rise
3x Devil's Play
2x Shrine of Burning Rage

Lands(24)
10x Forest
10x Mountain
2x Rootbound Crag
2x Kessig Wolf Run
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2 years ago  ::  Oct 03, 2011 - 11:50AM #50
Arkmer
Date Joined: Mar 19, 2011
Posts: 44
I don't think it's totally wrong and misplaced, but I think you should build around it a little more. You only have 13 spells that will benefit the Shrine and they are all sorcery speed. To me it looks like you're just adding a thing that stands alone; you could add more (you could add any) Red instants and benefit the from the Shrine quite a bit more.

Can I take a minute to ask about Full Moon's Rise ? Why does this deserve a main board slot? I don't think you should need this until game 3! I'm assuming it's just a safe gaurd for Ratchet Bomb , you shouldn't be boarding it in to stop general removal either. In game one they cannot have the bomb unless it really is a main board for them, which I doubt. In game two you can flip a coin to board them in because you don't know if they have it in their side board. Game three is really the only time you know it's in their deck and can then decide to board it. The actual benefit's of the enchantment are minimal, +1/+0 and trample is not that huge compared to just playing another Werewolf, buring another thing off the board, or even a Draw-Go-Transform turn.

The regeneration effect is not a huge thing either since every deck is going to have a away to deal with creatures and if this enchantment is in play no one is going to board sweep, so you are looking at trading it 1 for 1 with removal. White is all about exile and return, see Oblivion Ring ; Black has a new spell that exiles really nicely; Blue and Green will do other things to get around you; Red is the only color with a ton of sweepers ( Slagstorm , Blasphemous Act , Rolling Temblor ), and even they will just 1 for 1 most of your guys until you pop the enchantment anyway... On top of that they probably don't run many or any of the mentioned sweepers. I just don't see this enchantment as being a real asset to the deck until you know they are using Ratchet Bomb and even then it's a visable safeguard.
I am primarily a Limited player, but am attempting some Standard.

Stomper - Standard
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