3 {Mountain} 7 {Forest} 4 {Rootbound Crag} 2 {Kessig Wolf Run} 4 {Copperline Gorge}
20 lands
2 {Birds of Paradise} 4 {Mayor of Avabruck} 2 {Mondronen Shaman} 4 {Huntmaster of the Fells} 3 {Scorned Villager} 3 {Reckless Waif} 3 {Wolfbitten Captive} 2 {Kruin Outlaw}
23 creatures
2 {Red Sun's Zenith} 2 {Sword of War and Peace} 2 {Full Moon's Rise} 3 {Green Sun's Zenith} 2 {Caravan Vigil} 4 {Moonmist} 2 {Garruk Relentless}
17 other spells
Sideboard
2 {Caravan Vigil} 2 {Full Moon's Rise} 2 {Hanweir Watchkeep} 2 {Kessig Cagebreakers} 2 {Sword of Feast and Famine} 2 {Ratchet Bomb} 2 {Rampant Growth} 1 {Kruin Outlaw}
15 sideboard cards
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Opinions are always welcome!
The only werewolf I like is the Huntmaster......but I am not a fan of the werewolves so....... With my opinion stated, I would advise dropping Immerwolf or Huntmaster......the Huntmaster's power comes from flipping back and forth and Immerwolf will prevent him from flipping back to a Human Werewolf.
That's right. Thanks!
Any other changes? Should I put some red instants?
If you're looking to add red instants, I'd suggest just adding some shocks. Your hard hitting instants are the mists (speaking of which, 4-of is a must), and removal is always nice. As for the whole "immerwolf hinders huntmaster" thing, I completely disagree. Even if huntmaster doesn't flip back, you still get 4 ping damage, a 2/2 wolf and 2 life on a 5/5 body for 4 mana. That's a deal I would take any day of the week. Very nice build.
I was thinking about adding 4x {Volt Charge}, 2x {Sword of War and Peace} and 2x {Sword of Feast and Famine}.
What do you guys think?
What should i replace it with?
2 Swords and 2 Volts in the sideboard...
Put all those in sideboard till you figure out how the rest of the deck goes.
Personally I'd swap the {mondronen shamen} for the {kurin outlaw}s
Drop 2 of the {wolfbitten captive} and two of the {reckless waifs}
For 2 more {moonmist}s and 2 more {full moon's rise}
{Ratchet Bomb}?
Quote from: Bernardcs on February 29, 2012, 05:38:12 AM
I was thinking about adding 4x {Volt Charge}, 2x {Sword of War and Peace} and 2x {Sword of Feast and Famine}.
What do you guys think?
What should i replace it with?
2 Swords and 2 Volts in the sideboard...
Why volt charge? What do you need to prolif? If you want three damage burn spells, go for incinerate. Costs one less and stops regen. Swords are a good idea though.
Quote from: ChaosHazard on February 28, 2012, 11:23:46 PM
If you're looking to add red instants, I'd suggest just adding some shocks. Your hard hitting instants are the mists (speaking of which, 4-of is a must), and removal is always nice. As for the whole "immerwolf hinders huntmaster" thing, I completely disagree. Even if huntmaster doesn't flip back, you still get 4 ping damage, a 2/2 wolf and 2 life on a 5/5 body for 4 mana. That's a deal I would take any day of the week. Very nice build.
Like you say you get 4 dmg, a 2/2 wolf, and 2 life from flipping Huntmaster....so why put an end to a good thing with Immerwolf? All he does is give your Huntmaster 1/1 and shuts down his real power of dealing dmg, gaining life, and creating tokens without even attacking???? No brainer for me.....drop Immerwolf
Made some changes, but I'm still thinking about {Immerwolf} x {Huntmaster of the Fells}... I just think it can be the case that they don't come out together and I can benefit from one or another...
Still thinking in adding 2x {Ratchet Bomb} and 2x (or 4x) {Inkmoth Nexus}...
I love {rachet bomb} as a side board card and personally inkmoth is a game winner for me. Easy decision
Ratchet bomb, definately
Quote from: cltrn81 on February 29, 2012, 09:16:53 AM
Quote from: ChaosHazard on February 28, 2012, 11:23:46 PM
If you're looking to add red instants, I'd suggest just adding some shocks. Your hard hitting instants are the mists (speaking of which, 4-of is a must), and removal is always nice. As for the whole "immerwolf hinders huntmaster" thing, I completely disagree. Even if huntmaster doesn't flip back, you still get 4 ping damage, a 2/2 wolf and 2 life on a 5/5 body for 4 mana. That's a deal I would take any day of the week. Very nice build.
Like you say you get 4 dmg, a 2/2 wolf, and 2 life from flipping Huntmaster....so why put an end to a good thing with Immerwolf? All he does is give your Huntmaster 1/1 and shuts down his real power of dealing dmg, gaining life, and creating tokens without even attacking???? No brainer for me.....drop Immerwolf
Think of the situation you have to be in if Huntmaster is flipping frequently enough to be the type of powerhouse you want him to be: either you or your opponent have to be playing at least two spells a turn and then passing without playing anything. Not to mention that Huntmaster is going to be the focus of your opponent's removal, so he likely won't be on the board long if you're facing a competent opponent. And if you have both, you give your opponent an option: do you want to get rid of the thing that's buffing everything and let huntmaster transform back? Or let everything stay buffed and get rid of 1 5/5 in a line of many?
Don't discount a card just because it happens to hinder something temporarily. And like the OP said, there will be times where you don't have both out. Having both in a deck is not a bad thing. My build roflstomps 95% of the time and I run 4 immers and 4 huntmasters. Doesn't seem to be a problem to me.
[/rant]
Well said!
I think it's easy to say that deck pieces could work against each other in theory, but it is good to hear how it plays out in practice. If you run it with no problems, then I think that's a good indicator.
I'll try it this FNM...
Give you guys feedback later (not a good player though).
I don't know what to take out to put 2x {Ratchet Bomb} in...
I don't agree with the inkmoth lands in this deck.
It changes the direction away from what you have the rest of the deck focused towards.
Also I'm still not sold on those direct damage werewolves but at least its heading in the same direction.
I think that first strike and double strike are still quite under-rated attributes, and are even get even better when it's equipped with stuff that triggers "when this creature attacks" or "whenever this creature deals damage"
Again I'm not sure that ratchet bomb is a main deck thing. Unless you keep coming up against mass token decks, they will have a small takedown and you might as well just put in some direct damage that will remove a chosen culprit.
If you are looking for another element for your deck, possibly consider {shrine of burning rage} as a way to build a decent direct damage
Made some changes.
I end up adding {Ratchet Bomb} to the sideboard. It will be needed against my local store's players...
I forgot to put the Mayors... 4x {Mayor of Avabruk}. What should I take out?
Quote from: Bernardcs on March 01, 2012, 07:54:36 PM
I forgot to put the Mayors... 4x {Mayor of Avabruk}. What should I take out?
{I-M-M-E-R-W-O-L-F}
Quote from: cltrn81 on March 01, 2012, 08:12:30 PM
Quote from: Bernardcs on March 01, 2012, 07:54:36 PM
I forgot to put the Mayors... 4x {Mayor of Avabruk}. What should I take out?
Yeah, definately
{I-M-M-E-R-W-O-L-F}
Better now?
:)
I would run 2 {birds of paradise} over the {rampant growths} but that's me.
{red suns zenith} is pretty handy to exile pesky undying creatures and {gravecrawler}
New changes to the deck!
Thanks for all the help until now.
Please, don't stop! :)
You will find those red suns handy with the new meta.....let us know how it goes if you go to FNM tonight. That list looks solid....for werewolves....lol did I mention I hate werewolves?? This deck looks good tho.....good luck.
Thanks. I'll give feedback later.
Keep in mind that i'm not a good player yet...
The only downside to this deck is the lack of instants.....instants are nice so you dont have to play on your turn and your werewolves flip.....but i think that is ok since you want Huntmaster to flip flop. I would consider taking out the full moons rises. At least they are first to come out for SB.
I like this deck as I have build and played one just like it for last month. The only card I see on your list worth replacing is {Reckless Waif} simply because if it's not dropped first turn with your opponent not casting a spell it just vanilla. it doesn't help rest of wolfs and it gets owned by {Tragic Slip}
Yeah, i am not an experienced player, but I tried. Still trainning!
Yesterday was my first win (ok, the other 3 I lost) and I think I started to have fun.
I lost to a "red deck wins" type, a BU zombies and a weres/thrun/titan deck.
It was ok, I had fun. I tried to improve the deck today, made some big changes.
What do you guys think?
I'll post it as Wolfbitten Again. Please, check it out.