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1 year ago ::
Dec 02, 2011 - 3:25PM
#1
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Date Joined:
May 18, 2011
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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
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Date Joined:
Sep 25, 2011
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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
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Date Joined:
May 18, 2011
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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
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Date Joined:
Jun 17, 2011
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Maybe run Gastaf Shepard as another 2 drop?
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1 year ago ::
Dec 03, 2011 - 4:47AM
#5
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Date Joined:
Nov 23, 2010
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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
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Date Joined:
Oct 18, 2011
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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
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Date Joined:
Nov 15, 2011
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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 lands8x Mountain 11x Forest 4x Rootbound Crag 25 creatures4x 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 Spells3x 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
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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
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Date Joined:
Aug 23, 2007
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Full Moon's Rise seems pretty terrible. Sideboard at most.
3,000th post: September 5, 2010 4,000th post: March 24, 2012 Winner of the YMTC Ravnica War of the Guilds contest as guild Dimir. Snapcaster Mage is the best card of all time. How do you deal?
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1 year ago ::
Dec 04, 2011 - 3:50PM
#10
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Date Joined:
Aug 18, 2011
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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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