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 |
Quote from: Azzar on February 08, 2012, 12:07:16 PM
Thanks. How is the main deck though?
Quote from: Azzar on February 08, 2012, 09:43:25 PMI 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.
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?
Quote from: Azzar on February 09, 2012, 01:16:36 AMBoros 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.
Could you elaborate what boros mean? I am a beginner....
Thank you.
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.
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.
Quote from: BlackJester on February 09, 2012, 02:24:10 AMYou can't cast spells on your opponents turn :)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.
Quote from: Greg54js on February 09, 2012, 11:11:45 AMI 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)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.
Quote from: Appleguru56 on February 09, 2012, 10:18:24 PM
You can't cast spells on your opponents turn :)
Quote from: BlackJester on February 10, 2012, 01:07:33 AMQuote from: Appleguru56 on February 09, 2012, 10:18:24 PMYou 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.
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.
Quote from: Appleguru56 on February 10, 2012, 01:20:17 AM[/quote]
[
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 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.
Quote from: Appleguru56 on February 09, 2012, 10:22:06 PMQuote from: Greg54js on February 09, 2012, 11:11:45 AMI 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)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.
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.