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Decks (Magic The Gathering) => Standard => Topic started by: Azzar on February 08, 2012, 04:10:16 AM

Title: Full Moon Rise
Post by: Azzar on February 08, 2012, 04:10:16 AM

Full Moon Rise

60 cards, 0 sideboard


6 {Mountain}
6 {Forest}
4 {Copperline Gorge}
2 {Evolving Wilds}
4 {Rootbound Crag}
2 {Kessig Wolf Run}

24 lands


4 {Immerwolf}
3 {Instigator Gang}
4 {Mayor of Avabruck}
3 {Daybreak Ranger}
4 {Wolfbitten Captive}
4 {Huntmaster of the Fells}

22 creatures


4 {Full Moon's Rise}
1 {Devil's Play}
2 {Incinerate}
4 {Moonmist}
3 {Brimstone Volley}

14 other spells


Sideboard
Title: Re: Full Moon Rise
Post by: Azzar on February 08, 2012, 04:13:44 AM
Comments are greatly appreciated. Especially on the sideboards.
Title: Re: Full Moon Rise
Post by: Greg54js on February 08, 2012, 08:32:13 AM
Sideboard needs artifact/enchantment removal such as {naturalize} and {ancient grudge}
Title: Re: Full Moon Rise
Post by: cltrn81 on February 08, 2012, 08:40:17 AM
{ancient grudge} and {slagstorm}
Title: Re: Full Moon Rise
Post by: Azzar on February 08, 2012, 12:07:16 PM
Thanks. How is the main deck though?
Title: Re: Full Moon Rise
Post by: Azzar on February 08, 2012, 12:07:16 PM
Thanks. How is the main deck though?
Title: Re: Full Moon Rise
Post by: cltrn81 on February 08, 2012, 12:27:15 PM
Quote from: Azzar on February 08, 2012, 12:07:16 PM
Thanks. How is the main deck though?

Swap the {devils play} for another {incinerate} or even {gut shot} or {Geist flame}.  This is what I learned with werewolves....you want instants not sorceries...so you can flip your wolves on your turn and play instants on their turn....capice?
Title: Re: Full Moon Rise
Post by: Greg54js on February 08, 2012, 01:11:54 PM
{brimstone volley}
Title: Re: Full Moon Rise
Post by: Greg54js on February 08, 2012, 01:13:20 PM
Is it midrange or aggro?
Title: Re: Full Moon Rise
Post by: Chaosquirrel on February 08, 2012, 03:15:31 PM
{immerwolf} cuts the power of {Huntsmaster of the fells }, {monodren shaman}/{Tovolar's Magehunter} on the other hand...
Title: Re: Full Moon Rise
Post by: Azzar on February 08, 2012, 08:15:56 PM
Thank you all. I would like to check on the mechanics of werewolves. It says

" At the beginning of each upkeep, if no spell were cast last turn, transform ....."
What does it mean?

1) I can only transform when both my opponent and myself did not cast any spells in our previous upkeep;
Or
2) I can transform regardless of how many spells my opponent cast as long as I did not cast any spell in my previous turn;

If the answer is 1), then isn't werewolves quite gimped?
Title: Re: Full Moon Rise
Post by: Shivix on February 08, 2012, 08:23:50 PM
It doesn't matter who, aslong as someone plays no spells it will transform at the next upkeep.
Title: Re: Full Moon Rise
Post by: Azzar on February 08, 2012, 09:43:25 PM
Wow. Then how can werewolves transform when facing red aggro decks except to wait for moonmist?

This leads to my next point:

The human side of the werewolves needs to be "good" . This is one of the reason why I have excluded Monodren shaman as her human side is quite vanilla.

But she is very good if she can remain in her werewolf side. Hence immerwolf will be good but I believe immerwolf will be the no.1 target for removals.

Huntmaster of the Fells is very good if it can keep flipping. But what are the chances of it happening?

So, maybe I should remove 2 Huntmaster and replace then with 2 monodren shaman. What do you guys think?
Title: Re: Full Moon Rise
Post by: loop-s-pool on February 08, 2012, 10:35:43 PM
The deck looks good. Instead of {monodren shaman}, which is good, use {Kruin Outlaw}, she is a real game ender.
Also, arc trail would be decent for a sb card to take care of aggro and token decks.
Title: Re: Full Moon Rise
Post by: Azzar on February 09, 2012, 12:12:58 AM
Thanks for the comments.

I will play test the deck.. Varying the number of Huntmaster, monodren shaman and kruin outlaw.
Title: Re: Full Moon Rise
Post by: Appleguru56 on February 09, 2012, 12:44:23 AM
Quote from: Azzar on February 08, 2012, 09:43:25 PM
Wow. Then how can werewolves transform when facing red aggro decks except to wait for moonmist?

This leads to my next point:

The human side of the werewolves needs to be "good" . This is one of the reason why I have excluded Monodren shaman as her human side is quite vanilla.

But she is very good if she can remain in her werewolf side. Hence immerwolf will be good but I believe immerwolf will be the no.1 target for removals.

Huntmaster of the Fells is very good if it can keep flipping. But what are the chances of it happening?

So, maybe I should remove 2 Huntmaster and replace then with 2 monodren shaman. What do you guys think?
I think the whole mechanic of werewolves are flawed. Simply the fact that you must rely upon your opponents to not cast spells or to skip your turn in order to flip your werewolves, and all it takes is two spells in one turn to screw you over. The human side of the werewolves are designed to be underpowered to compensate for the flip side, which is bad because you are vulnerable when they have not been flipped.
Another disadvantage is that you cannot cast instant spells on your opponent's turns or risk your werewolves becoming lame.
To keep this type of deck style, I would actually switch to Boros. Boros decks can utilize many of the really imposing werewolves while also incorporating both the heros and battlecry to boost your attackers. I think you can safely drop the green and pick up white.
Last thing, huntmaster is horrible when used with immerwolf since you can't flip it back and forth.
Anyways, Boros is the way to go in my opinion, I just believe a werewolf tribal decks lacks effective synergy, and boros compensates for it.
Title: Re: Full Moon Rise
Post by: Azzar on February 09, 2012, 01:16:36 AM
Could you elaborate what boros mean? I am a beginner....

Thank you.
Title: Re: Full Moon Rise
Post by: Appleguru56 on February 09, 2012, 01:30:14 AM
Quote from: Azzar on February 09, 2012, 01:16:36 AM
Could you elaborate what boros mean? I am a beginner....

Thank you.
Boros is a color scheme first invented in the ravinica block. It is essentially just Red and White. The traditional boros build incorporates aggro with beatdown. Boros was also popular back in the old standard, before innistrad, when steppe lynx was still in. What I am referring to is using some of the good red werewolves such as kruin outlaw and instigator gang and use them with massive hitting one drops such as stromkirk noble and signal pest to deal massive damage.
Title: Re: Full Moon Rise
Post by: BlackJester on February 09, 2012, 02:24:10 AM
Quote from: Appleguru56 on February 09, 2012, 12:44:23 AM
Another disadvantage is that you cannot cast instant spells on your opponent's turns or risk your werewolves becoming lame.

Werewolves are a tough archetype to play, I agree.  I am pretty sure you know this, but just to clear up this comment, a single player has to play two spells to flip a werewolf, not two spells total from both players.
Title: Re: Full Moon Rise
Post by: Greg54js on February 09, 2012, 11:11:45 AM
Quote from: Appleguru56 on February 09, 2012, 12:44:23 AM
I think the whole mechanic of werewolves are flawed. Simply the fact that you must rely upon your opponents to not cast spells or to skip your turn in order to flip your werewolves, and all it takes is two spells in one turn to screw you over. The human side of the werewolves are designed to be underpowered to compensate for the flip side, which is bad because you are vulnerable when they have not been flipped.
Another disadvantage is that you cannot cast instant spells on your opponent's turns or risk your werewolves becoming lame.
To keep this type of deck style, I would actually switch to Boros. Boros decks can utilize many of the really imposing werewolves while also incorporating both the heros and battlecry to boost your attackers. I think you can safely drop the green and pick up white.
Last thing, huntmaster is horrible when used with immerwolf since you can't flip it back and forth.
Anyways, Boros is the way to go in my opinion, I just believe a werewolf tribal decks lacks effective synergy, and boros compensates for it.

First off if you just hate werewolves maybe commenting on a werewolf deck isn't the way to go.

Secondly, werewolf decks can be extremely powerful and fast. My friend's werewolf deck top eighted before DKA released. It's now much faster an more powerful then before (I'll post his list later)

Thirdly, if you're going red white then you aren't even running werewolves your running humans which defeats the purpose of werewolves.
Title: Re: Full Moon Rise
Post by: Appleguru56 on February 09, 2012, 10:18:24 PM
Quote from: BlackJester on February 09, 2012, 02:24:10 AM
Quote from: Appleguru56 on February 09, 2012, 12:44:23 AM
Another disadvantage is that you cannot cast instant spells on your opponent's turns or risk your werewolves becoming lame.

Werewolves are a tough archetype to play, I agree.  I am pretty sure you know this, but just to clear up this comment, a single player has to play two spells to flip a werewolf, not two spells total from both players.
You can't cast spells on your opponents turn :)
Title: Re: Full Moon Rise
Post by: Appleguru56 on February 09, 2012, 10:22:06 PM
Quote from: Greg54js on February 09, 2012, 11:11:45 AM
Quote from: Appleguru56 on February 09, 2012, 12:44:23 AM
I think the whole mechanic of werewolves are flawed. Simply the fact that you must rely upon your opponents to not cast spells or to skip your turn in order to flip your werewolves, and all it takes is two spells in one turn to screw you over. The human side of the werewolves are designed to be underpowered to compensate for the flip side, which is bad because you are vulnerable when they have not been flipped.
Another disadvantage is that you cannot cast instant spells on your opponent's turns or risk your werewolves becoming lame.
To keep this type of deck style, I would actually switch to Boros. Boros decks can utilize many of the really imposing werewolves while also incorporating both the heros and battlecry to boost your attackers. I think you can safely drop the green and pick up white.
Last thing, huntmaster is horrible when used with immerwolf since you can't flip it back and forth.
Anyways, Boros is the way to go in my opinion, I just believe a werewolf tribal decks lacks effective synergy, and boros compensates for it.

First off if you just hate werewolves maybe commenting on a werewolf deck isn't the way to go.

Secondly, werewolf decks can be extremely powerful and fast. My friend's werewolf deck top eighted before DKA released. It's now much faster an more powerful then before (I'll post his list later)

Thirdly, if you're going red white then you aren't even running werewolves your running humans which defeats the purpose of werewolves.
I have witnessed many many attempts by freshmen in my fnm to successfully run werewolves, one of them went 4-1 because there were literally 8 ppl at that tournament and he was lucky. The rest of them went 0-5 multiple times in a row (before they gave up)
Running a boros archetype does not defeat the purpose of werewolves since many of the good werewolves can transcribe to Boros and function all the same. They are both aggro/beatdown types anyways, I just think Boros is more successful.
Title: Re: Full Moon Rise
Post by: BlackJester on February 10, 2012, 01:07:33 AM
Quote from: Appleguru56 on February 09, 2012, 10:18:24 PM
You can't cast spells on your opponents turn :)

I don't understand what you mean.  If this was a joke, i missed the punchline.
Title: Re: Full Moon Rise
Post by: Appleguru56 on February 10, 2012, 01:20:17 AM
Quote from: BlackJester on February 10, 2012, 01:07:33 AM
Quote from: Appleguru56 on February 09, 2012, 10:18:24 PM
You can't cast spells on your opponents turn :)
You can't cast any instants in your opponent's turn or risk all your werewolves flipping, which negates the whole point of instants in a deck in the first place. And you limit yourself to one spell per turn and hope your opponent doesn't cast anything, else you are screwed.

I don't understand what you mean.  If this was a joke, i missed the punchline.
Title: Re: Full Moon Rise
Post by: BlackJester on February 10, 2012, 02:05:49 AM
You can cast one spell.  Just don't cast two.
Title: Re: Full Moon Rise
Post by: Greg54js on February 10, 2012, 05:52:55 AM
Quote from: Appleguru56 on February 10, 2012, 01:20:17 AM
[
You can't cast any instants in your opponent's turn or risk all your werewolves flipping, which negates the whole point of instants in a deck in the first place. And you limit yourself to one spell per turn and hope your opponent doesn't cast anything, else you are screwed.

Not true. A single player has to cast two spells not two total from both players.
I don't understand what you mean.  If this was a joke, i missed the punchline.
[/quote]
Title: Re: Full Moon Rise
Post by: Thattallguy on February 10, 2012, 06:30:16 PM
What about a splash of white to play {curse of exhaustion} on your opponent? 
Title: Re: Full Moon Rise
Post by: BlackJester on February 10, 2012, 06:51:49 PM
That's an idea, but splashing a card with double white in its CC is not worth it.
Title: Re: Full Moon Rise
Post by: Prophylaxis on February 11, 2012, 04:58:49 PM
Quote from: BlackJester on February 10, 2012, 06:51:49 PM
That's an idea, but splashing a card with double white in its CC is not worth it.

Agreed. It also doesn't really slow down the opponent much.
Title: Re: Full Moon Rise
Post by: cltrn81 on February 11, 2012, 11:24:24 PM
I just finished a werewolf build and boy does it suck...... At least now I have some DFC for toilet paper ðŸ'© meh
Title: Re: Full Moon Rise
Post by: loop-s-pool on February 12, 2012, 01:32:25 AM
Quote from: Appleguru56 on February 09, 2012, 10:22:06 PM
Quote from: Greg54js on February 09, 2012, 11:11:45 AM
Quote from: Appleguru56 on February 09, 2012, 12:44:23 AM
I think the whole mechanic of werewolves are flawed. Simply the fact that you must rely upon your opponents to not cast spells or to skip your turn in order to flip your werewolves, and all it takes is two spells in one turn to screw you over. The human side of the werewolves are designed to be underpowered to compensate for the flip side, which is bad because you are vulnerable when they have not been flipped.
Another disadvantage is that you cannot cast instant spells on your opponent's turns or risk your werewolves becoming lame.
To keep this type of deck style, I would actually switch to Boros. Boros decks can utilize many of the really imposing werewolves while also incorporating both the heros and battlecry to boost your attackers. I think you can safely drop the green and pick up white.
Last thing, huntmaster is horrible when used with immerwolf since you can't flip it back and forth.
Anyways, Boros is the way to go in my opinion, I just believe a werewolf tribal decks lacks effective synergy, and boros compensates for it.

First off if you just hate werewolves maybe commenting on a werewolf deck isn't the way to go.

Secondly, werewolf decks can be extremely powerful and fast. My friend's werewolf deck top eighted before DKA released. It's now much faster an more powerful then before (I'll post his list later)

Thirdly, if you're going red white then you aren't even running werewolves your running humans which defeats the purpose of werewolves.
I have witnessed many many attempts by freshmen in my fnm to successfully run werewolves, one of them went 4-1 because there were literally 8 ppl at that tournament and he was lucky. The rest of them went 0-5 multiple times in a row (before they gave up)
Running a boros archetype does not defeat the purpose of werewolves since many of the good werewolves can transcribe to Boros and function all the same. They are both aggro/beatdown types anyways, I just think Boros is more successful.

Wait a sec, I thought bad people don't play at your lgs, or did they just want to get emberassed?

Boros severely limits the werewolves capabilities, while GR has insanely great synergy with werewolves. Apple, would you post a build of what your werewolf deck would look like for us?
Title: Re: Full Moon Rise
Post by: Richardalcala on February 12, 2012, 06:48:33 PM
So as long as I did not play a spell this turn it can transform. Are is it as long as no other players. Cast a spell this turn. I just want to clairafy. Thanks.