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Switch to Forum Live View GR Aggro Wolves ***PLEASE RATE***
1 year ago  ::  Dec 02, 2011 - 3:25PM #1
SeniorGomez
Date Joined: May 18, 2011
Posts: 384
Hey Guys, I've been working on a list for Werewolves since the Innistrad Prerelease, and have always needed to make it faster, Then my buddy was all "Check out this list, it went 4-0 on MTGO ans is just what you're looking for." Long story short, I made my own version of the list and it has evolved into this:

Creatures:
4 x Mayor of Avabruck
4 x Howlpack Alpha

4 x Reckless Waif
4 x Merciless Predator

4 x Daybreak Ranger
4 x Nightfall Predator

4 x Kruin Outlaw
4 x Terror of Kruin Pass

4 x Instigator Gang
4 x Wildblood Pack

Spells:
4 x Moonmist
4 x Full Moon's Rise
4 x Incinerate
4 x Brimstone Volley

Lands:
3 x Kessig Wolf Run
2 x Ghost Quarter
4 x Rootbound Crag
4 x Copperline Gorge
5 x Forest
6 x Mountain

Sideboard:
3 x Naturalize
3 x Ancient Grudge
3 x Prey Upon
2 x Hunter's Insight
2 x Ruthless Invasion
2 x Rally the Forces


Thoughts?
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1 year ago  ::  Dec 02, 2011 - 3:53PM #2
Hexar
Date Joined: Sep 25, 2011
Posts: 244
How does it play? I really just don't see werewolves ever being viable for the fact that your opponent has the opportunity to flip them whenever they want, assuming they have the cards.... I just feel like it gives your opponent way too much control over the game....


However, testing may prove to you otherwise? :o
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1 year ago  ::  Dec 02, 2011 - 4:03PM #3
SeniorGomez
Date Joined: May 18, 2011
Posts: 384

Dec 2, 2011 -- 3:53PM, Hexar wrote:

How does it play? I really just don't see werewolves ever being viable for the fact that your opponent has the opportunity to flip them whenever they want, assuming they have the cards.... I just feel like it gives your opponent way too much control over the game....


However, testing may prove to you otherwise? :o




It has played well, usually hitting the opponent hard and fast in the beginning. It also has a pretty stable late game when they can't cast anymore spells/run out of options...

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1 year ago  ::  Dec 02, 2011 - 5:12PM #4
RegalFanton
Date Joined: Jun 17, 2011
Posts: 1,025
Maybe run Gastaf Shepard as another 2 drop?  
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1 year ago  ::  Dec 03, 2011 - 4:47AM #5
TimEvans1234
Date Joined: Nov 23, 2010
Posts: 33
I ran something very similar on mtgo for a few dailies, my list was nearly identical except -1 incerate -1 volley for +2 shepperd.  What I had found was that you had a great non disrupted game.  But the fact that nothing in the deck (other than fullmoon rise) can protect your men, caused me serious problems..  I'm loathe to add spellskites to a list like this, the only thing I could recommend is potentially running a devils play or 2.  My reasoning behind this is the decks mana base..
 
With 25 lands your sure to be able to make big x dmg.  the nice thing about it also is that the deck will frequently attack full force (since just letting your wolves sit and do nothing will kill them off quickly) I found that I was very aggressive but unless I drew that wolf run at the perfect time I just didn't have the reach to remove blockers, get to lethal damage or avoid a sweeper effectively before the opponent dropped something I just couldn't kill/attack into.  The result was opponents winning games while sitting at 4-8 life.  

What I am thinking is that devils play could be a nice wway to burn out a problem 2 drop or 3 drop.   And provide the information to the opponent that the card is in your graveyard, and with every new mana you play their game becomes more and more difficult.

My results on mtgo dailies with the deck were 3-1 (first daily) 0-2 drop, 0-2 drop, 1-2 drop.  needless to say I was not impressed and put the list down.  I'd be interested to hear how it works in todays metagame, and if you find any changes that really help the deck. 
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1 year ago  ::  Dec 03, 2011 - 2:01PM #6
disturbed_ogre
Date Joined: Oct 18, 2011
Posts: 85
i dont like the ghost quarter in the main, i think you shouldnt have to worry about the things that it takes out, inkmoth nexus can be dealt with in other ways with your deck, and any duel lands your opponent has really dont matter. so unless your meta has a tone of the innistrad do stuff lands i wouldnt run these main, i like colored mana.

your mana curve looks a little high to me, you have 1 one drop, and 4 two drops, with alot of your deck residing in the 3-4 range, if you want the deck to run faster, you should reduce costs of cards were you can, like run geistflame instead of volley, or maybe just rearange as a combination of cheaper spells and expensive ones, just not all the expensive ones as 4 ofs.


your sideboard to me seems a bit wonky, naturalize and ancient grudge fill a similar roll, you dont need both. the others all seem sub par except for prey upon.

what no beast within ?
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1 year ago  ::  Dec 04, 2011 - 9:37AM #7
Mesmerizeer
Date Joined: Nov 15, 2011
Posts: 63
Instead of starting a new thread, I might as well just post my list here. I would really like to hear what you guys and gals think of this.

Card total: 60

23 lands
8x Mountain
11x Forest
4x Rootbound Crag

25 creatures
4x Reckless Waif
2x Kruin Outlaw
2x Instigator Gang
4x Birds of Paradise
4x Gatstaf Shepherd
4x Mayor of Avabruck
2x Villagers of Estwald
3x Daybreak Ranger

12 Spells
3x Incinerate
2x Brimstone Volley
4x Full Moon's Rise
3x Moonmist

The bird is helluva fun with Instigator Gang in play. I found Moonmist to be a little difficult to use, since a main phrase Moonmist will likely limit me from casting anything else or it would be for naught. Please feel free to comment!
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1 year ago  ::  Dec 04, 2011 - 2:11PM #8
kashonismw
Date Joined: Oct 8, 2007
Posts: 1,749
Correct me if I'm wrong, but could Sundial of the Infinite go well in a Werewolf deck? if you played a spell this turn and your opponent wants to cast an instant to flip all of your wolves back to human, you would be able to prevent them from doing so with the sundial. Also, it can stop removal/bounce effects from hitting your creatures on your turn.

I can just imagine you're trying to play a creature and an opponent trying to Dissipate it, hoping it will counter your creature and flip you wolves, then you activate the Sundial and laugh as your wolves stay furry.
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1 year ago  ::  Dec 04, 2011 - 3:18PM #9
Suudsu2200
Date Joined: Aug 23, 2007
Posts: 4,895
Full Moon's Rise seems pretty terrible. Sideboard at most.

 
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1 year ago  ::  Dec 04, 2011 - 3:50PM #10
Tantudo
Date Joined: Aug 18, 2011
Posts: 9

Dec 4, 2011 -- 2:11PM, kashonismw wrote:

Correct me if I'm wrong, but could Sundial of the Infinite go well in a Werewolf deck? if you played a spell this turn and your opponent wants to cast an instant to flip all of your wolves back to human, you would be able to prevent them from doing so with the sundial. Also, it can stop removal/bounce effects from hitting your creatures on your turn.

I can just imagine you're trying to play a creature and an opponent trying to Dissipate it, hoping it will counter your creature and flip you wolves, then you activate the Sundial and laugh as your wolves stay furry.



this will not work, werewolf cards say "At the beginning of the upkeep if a player cast two or more spells last turn, transform (insert name)" and as for your post:
Hexar
I don't think the transform rules are such a bad thing, true you opponent can transform you were's but this will cost them the best time to cast said spells and in most cases you will cast multiple
spells on any turn they do so it can be very hard to fight if they try to hold of your assault with spells they will start topdecking and not be able to stop them anyway.

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