2 {Rootbound Crag} 9 {Forest} 2 {Evolving Wilds} 9 {Mountain}
22 lands
4 {Kruin Outlaw} 4 {Instigator Gang} 2 {Daybreak Ranger} 4 {Mayor of Avabruck} 4 {Reckless Waif} 4 {Wolfbitten Captive} 4 {Immerwolf}
26 creatures
3 {Moonmist} 4 {Brimstone Volley} 2 {Full Moon's Rise} 4 {Devil's Play}
13 other spells
Sideboard
Notes: I know I know 61 cards but it still works perfectly fine. Im ok with being 1 maaaybbbeee 2 over 60. Any tips and suggestions would be great. Ps: I have 2 more {Daybreak Ranger}s and I would like to put them in.
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4 {Moonmist}
2 {Devil's Play}
3 {Kruin Outlaw}
3 {Instigator Gang}
+2 {Daybreak Ranger}
I like the werewolves better that are still relevant when not flipped, a 2/2 first striker is only okay where a flying killer is more valuable, especially with all these {Insectile Abberrations} spirits and crazy stuff flying around the standard game.
And Moonmist is the best card in a werewolf deck. You want multiple every game. If you could run eight, I'd tell you to.
Also, main boarded artifact destruction is something to think about. Because people don't think twice about putting Ratchet Bomb's in against werewolves. {Full Moon's Rise} becomes a bit more valuable with this philosophy too as {Ratchet Bomb} is the number one nerf card for werewolves.
Also, hold on to those werewolves hard for return to ravnica, I have a feeling they're gonna be sick when the Ratchet Bomb cycles out and the Gruul clan supports RG. Gonna be nasty.
Quote from: SpiritedAway on May 15, 2012, 11:21:20 AM
{Full Moon's Rise} becomes a bit more valuable with this philosophy too as {Ratchet Bomb} is the number one nerf card for werewolves.
I like the Brimstone Volleys with this philosophy though. Cus it's like "thanks for the board wipe, a-hole, here's five damage to your face. "
And I'm NOT sorry I blew up your thread!
Alright thanks for the advice. The only match this deck loses to consistently is tokens. I really do not want to take out the {devil's play}s those have won me plenty of games. However I might take out the gang and outlaw for the rangers.
Do you think that that shock spell from avr is better then {brimstone volley} ?
{Pillar of Flame}?
Both of these cards are situational. Pillar is AMAZING against a lot of great creatures in Innistrad, like {Geralf's Messenger} and {Strangleroot Geist}.
{Brimstone Volley} is great because there will always be a creature dying in a match and you can always play as if you have one and play your creatures into it.
Reasons for including the shock spell would we to lower your mana curve to make your deck more consistent, but it might just be a sorcery speed shock if the matchup isnt right.
I'd say keep the volleys if you feel your deck is consistent enough for mana.
Also, {Young Wolf} rules.
Huntmaster
Green sun zenith
Bonfire of the damned
{Wolfir silverheart}
{wolfir avenger}
Idk what to take out for avenger. He's good but not better than any WW or immerwolf
Yeah. BTW {young wolf} is cool but not over waif or captive
Quote from: Thorn on May 15, 2012, 05:15:16 PM
Yeah. BTW {young wolf} is cool but not over waif or captive
Right. If you get a full moon out its pretty sweet to keep from most removal. Ratchet bomb kills this deck with no counters on it.
So I have in my sb {Ancient grudge} and more {full moons rise} cause {rachet bomb} is an issue. Also would this stand a chance at a tourney?
It will be an issue for people who haven't played against WW as they are an incredibly fast aggro deck that no one is really equipped to face
U will have issues with decks that cast a spell every turn, also if they cast more than one yet change back. Might be worth having the magehunter WW for SB card. I believe its a werewolf shaman.
{mondronen shaman} ?
Quote from: Thorn on May 15, 2012, 05:15:16 PM
Yeah. BTW {young wolf} is cool but not over waif or captive
I'm gonna make the heinous claim and say that {Young Wolf} is straight up better than captive. {Kralenhorde Killer} is a bonafide scrub.
Quote from: SpiritedAway on May 15, 2012, 09:43:20 PM
Quote from: Thorn on May 15, 2012, 05:15:16 PM
Yeah. BTW {young wolf} is cool but not over waif or captive
What?!?!?!?!???!???
A common better than a gold?!?!???
The wolf is good but not nearly as good as the killer. Besides when im versing a control deck {Phantasmal Image} destroys when it copies a young wolf. The killer is a much better card. It has won me many games. I even had young wolf but i took him out FOR THE KILLER.
Sry I dont mean to be rude but I get very excited over small things.
I'm gonna make the heinous claim and say that {Young Wolf} is straight up better than captive. {Kralenhorde Killer} is a bonafide scrub.
Sry the above post looks wierd my portion is in the middle.
Winning games with Kralenhorde Killer? How are you keeping him around long enough for the Killer to pump himself? Young Wolf is great card advantage, especially of you can trade two for one.
I play control, I see the Captive, and I've got an easy spot removal target. I see the young wolf and we've got a different story.
Nobody's afraid of that Captive.
And there are plenty of common that are better than rares. Rarity is irrelevant.
Also, what are you saying about {Phantasmal Image}?
Quote from: SpiritedAway on May 15, 2012, 10:11:35 PM
Winning games with Kralenhorde Killer? How are you keeping him around long enough for the Killer to pump himself? Young Wolf is great card advantage, especially of you can trade two for one.
I play control, I see the Captive, and I've got an easy spot removal target. I see the young wolf and we've got a different story.
Nobody's afraid of that Captive.
And there are plenty of common that are better than rares. Rarity is irrelevant.
Right but can't regenerate with full moon in WW deck (yw) It's a toss up between young wolf and wolf bitten. But captive does hit for 3 on t2. They both have pros and cons.
It'll hit for three if you're play testing. Everyone's got one drops.
{Young Wolf} plops down and stays put. Captive gets shooed away by a hundred cards.
Board Position, Resources, and Card Advantage are everything in Magic. Young Wolf is all of these things, Captive is none of these things.
{kessig wolf run}. Pumpem a get through.
I would find a place for some Wild Hungers it has been the game changer in so many of my WW games
But I top deck the captive late game he will do sooooooooooooomuch more than {Young wolf} also if I have no 2 drop I just pump him and attack.
And i was saying if you use {phantasmal image} to copy young wolf it comes back and copies again. If you copy the captive then oh well you get a 1/1.
You should be focused on winning before you're forced to start top decking. Judging a card by how good it is on the field by itself is not good criteria, unless you're playing limited. With that thought process, {Alpha Tyrranax} is better than {Delver of Secrets}.
But I'd say, stick with the werewolf theme with the deck and keep the captive.
And when i get the {terror of kruin pass} then i pump the captive and he killa one maybe two of their crearures. They can just go ahead and take one possibly two from the wolf.
That's true. But dude, you're still not using competitive criteria to judge the cards.
Well then if they have removal I buy four {young wolf} and sb out the captive.
There's no competitive build without removal.
Ok but the captive has proven much better in almost every circumstance.
Quote from: SpiritedAway on May 17, 2012, 08:59:42 PM
There's no competitive build without removal.
After awhile, I appreciate what you're saying. Wolfbitten captive is < young wolf. Too many what ifs with captive. Undying is huge.
Even though it's expensive. Huntmaster is way better than instigator gang. Especially if he can flip back and forth.
Oh for sure. However...
Lacking thenfunds to purchase a huntmaster I can not get one. :( Please be so kind as to donate to the I WANT A PLAYSET OF HUNTMASTERS fund. Send your checks (via messenger pigeon) to Thorn on Molten Core Ave.