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Decks (Magic The Gathering) => Standard => Topic started by: Blackyzilla on February 29, 2012, 11:34:56 AM

Title: Red/Green Werewolves
Post by: Blackyzilla on February 29, 2012, 11:34:56 AM

Red/Green Werewolves

75 cards, 15 sideboard


2 {Inkmoth Nexus}
6 {Forest}
4 {Mountain}
4 {Rootbound Crag}
4 {Copperline Gorge}
2 {Kessig Wolf Run}

22 lands


3 {Dawntreader Elk}
1 {Vorapede}
1 {Primeval Titan}
2 {Hellrider}
4 {Birds of Paradise}
3 {Wolfbitten Captive}
4 {Mayor of Avabruck}
3 {Huntmaster of the Fells}

21 creatures


2 {Batterskull}
4 {Galvanic Blast}
2 {Sword of Body and Mind}
2 {Green Sun's Zenith}
3 {Rampant Growth}
2 {Garruk Relentless}
2 {Moonmist}

17 other spells


Sideboard

3 {Slagstorm}
2 {Daybreak Ranger}
3 {Traitorous Blood}
2 {Naturalize}
2 {Ratchet Bomb}
3 {Ancient Grudge}

15 sideboard cards


Title: Re: Red/Green Werewolves
Post by: Blackyzilla on February 29, 2012, 11:40:06 AM
Please comment any help with this deck would be helpful considering a few cards for deck already 2x {Batterskull} and 2x {Wurmcoil Engine} somewhere and maybe an {Inferno Titan}
Title: Re: Red/Green Werewolves
Post by: Blackyzilla on February 29, 2012, 11:50:33 AM
This is my FNM deck keep going  2-3 with deck needs a little help
Title: Re: Red/Green Werewolves
Post by: Blackyzilla on February 29, 2012, 12:42:00 PM
Thinking about dropping one {Shock} and adding a {Vorapede}
Title: Re: Red/Green Werewolves
Post by: cltrn81 on February 29, 2012, 12:56:05 PM
I gotta say that {immerwolf} keeps the Huntmaster from flipping so all 3 of them would be gone if it were me.  I have said that before and I will keep saying it 😁 I like this deck a lot cuz you are only using the good werewolves.  Not trying to hate on the other werewolves.....or wait....yes I am!!!

Your deck looks fun though.  Last recommendation would be to swap {shock} with {galvanic blast}. Someone made a good point one time that you can trick your opponent of thinking you are trying to achieve metalcraft and maybe they SB in some arti removal.  Meh maybe maybe not but you never know.
Title: Re: Red/Green Werewolves
Post by: Blackyzilla on February 29, 2012, 01:06:21 PM
I actually run {Galvatic blast} figuring if I drop {immerwolf} for {batterskull} and wurmcoils I might actually get metal craft lol good trick
Title: Re: Red/Green Werewolves
Post by: cltrn81 on February 29, 2012, 01:13:25 PM
I would recommend dropping the {full moon rise}s as well.  They don't help all that much since you do not have an overwhelming amount of werewolves and if you are putting {Batterskull} and {wurmcoil engine} in then maybe 3 of those elk from DKA that fetch a land when sac'd could help ramp up mana.....ramp is always useful.
Title: Re: Red/Green Werewolves
Post by: Blackyzilla on February 29, 2012, 01:14:39 PM
Good call have seen ink moth do damage just gotta  find 1
Title: Re: Red/Green Werewolves
Post by: Blackyzilla on February 29, 2012, 01:19:39 PM
Your right about full moons rise the deck has a lot of threat already and the elk is nice for the 1 green sack ability I was running viridan emmissery first but people wouldn't block it so I'm not sure if that's good are bad but I think elk it 2/2 not 1/1 so more potential to block him
Title: Re: Red/Green Werewolves
Post by: Blackyzilla on February 29, 2012, 02:06:05 PM
Deck list updated to show my current changes to deck when I get an ink moth I will change out one mountain for it still not sure what to swap for Wurmcoil and batterskulls when I get 2 of them each
Title: Re: Red/Green Werewolves
Post by: ChrisRodriguez on February 29, 2012, 03:30:52 PM
This is what you should do to your deck:
4  {Copperline Gorge}
8  {Forest}
2  {Inkmoth Nexus}
3  {Kessig Wolf Run}
3  {Mountain}
4  {Rootbound Crag}
24 lands

1  {Acidic Slime}
4  {Birds of Paradise}
1  {Daybreak Ranger}
2  {Hellrider}
4  {Huntmaster of the Fells}
4  {Llanowar Elves}
3  {Phyrexian Metamorph}
4  {Strangleroot Geist}
1  {Thrun, the Last Troll}
24 creatures

4  {Galvanic Blast}
4  {Green Sun's Zenith}
4  {Sword of War and Peace}
12 other spells

Sideboard
1  {Acidic Slime}
2  {Ancient Grudge}
3  {Corrosive Gale}
1  {Garruk Relentless}
2 {Garruk, Primal Hunter}
2 {Manabarbs}
2 {Sword of Feast and Famine}
1 {Thurn, the Last Troll}
1 {Tree of Redemption}
15 sideboard cards
Although i don't know if you have all the cards for this deck, but your deck looks really close to it. I think using this deck as a bases for your deck you could build a deck that you will like.
Title: Re: Red/Green Werewolves
Post by: darkarts981 on February 29, 2012, 03:38:48 PM
I would say that it might be a good idea to run a few less 4+ mans cost cards, or a little more ramp
Title: Re: Red/Green Werewolves
Post by: Blackyzilla on February 29, 2012, 03:48:41 PM
I run 8 ramp cards plus birds more ramp would be to much and Im not having mana issues with creature cost have been able to turn 3 vorapede multiple times. And I like the wolf run deck list but to expensive and I like more of a wolf base for the speed of the deck
Title: Re: Red/Green Werewolves
Post by: darkarts981 on February 29, 2012, 03:50:02 PM
Ok, 8 ramp cards, but 4 of them are high cost cards
Title: Re: Red/Green Werewolves
Post by: Blackyzilla on February 29, 2012, 03:54:44 PM
Which are high cost the elks are ramp growth and what cheaper ramp could i use?
Title: Re: Red/Green Werewolves
Post by: darkarts981 on February 29, 2012, 03:58:17 PM
Primeval Titan is high cost
Title: Re: Red/Green Werewolves
Post by: Blackyzilla on February 29, 2012, 04:03:52 PM
Yes he is there is only one of him in the deck and he is my break in case of emergency card all else fails primeval
Title: Re: Red/Green Werewolves
Post by: darkarts981 on February 29, 2012, 04:12:20 PM
Ok, I'll take that
Title: Re: Red/Green Werewolves
Post by: Blackyzilla on February 29, 2012, 04:15:49 PM
Dark what could I remove to make room for either 2 Batterskull or swords of body and mind and 2 Wurmcoil
Title: Re: Red/Green Werewolves
Post by: darkarts981 on February 29, 2012, 04:31:36 PM
I would have to say, the oxid ridge and 1 hell rider or elk for the swords, but I'm lost on wurmcoils
Title: Re: Red/Green Werewolves
Post by: Blackyzilla on February 29, 2012, 06:02:16 PM
Ok drop hero for sword soon as I get 2nd sword dropping 1 elk for it
Title: Re: Red/Green Werewolves
Post by: Blackyzilla on February 29, 2012, 08:35:54 PM
Ok after some trading and help from you guys this is the deck I will be running FNM still need to figure where to put in 2 Wurmcoil Engine but this is it what do u all think.
Title: Re: Red/Green Werewolves
Post by: darkarts981 on February 29, 2012, 08:36:58 PM
I might just run one
Title: Re: Red/Green Werewolves
Post by: Blackyzilla on February 29, 2012, 08:53:03 PM
1 Wurmcoil or Batterskull which is more viable in this deck probly removing 1 elk or hell rider for
Title: Re: Red/Green Werewolves
Post by: Runningtables on February 29, 2012, 08:54:57 PM
I personally like batterskull just personal preferance
Title: Re: Red/Green Werewolves
Post by: darkarts981 on February 29, 2012, 08:55:57 PM
Oh, I agree, batter skull is better
Title: Re: Red/Green Werewolves
Post by: Blackyzilla on February 29, 2012, 08:59:09 PM
Ok so run Batterskull I like it as well I'll see if I can find 1 or 2 which is a better number
Title: Re: Red/Green Werewolves
Post by: Blackyzilla on March 01, 2012, 09:52:46 PM
Ok deck is done I'll run it FNM this way and let you guys know the results still need thoughts on where to plug {Wurmcoil Engine} into is deck
Title: Re: Red/Green Werewolves
Post by: Blackyzilla on March 03, 2012, 04:01:14 AM
Went 2-4 tonight with current deck list anyways to improve this deck plz let me know