Wolves of Innistrad

Started by Thorn, May 15, 2012, 10:33:09 AM

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Thorn


Wolves of Innistrad

61 cards, 0 sideboard


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.

SpiritedAway

#1
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.

SpiritedAway

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.

SpiritedAway

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. "

SpiritedAway

And I'm NOT sorry I blew up your thread!

Thorn

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} ?

SpiritedAway

#6
{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.

Willthomjr

Huntmaster
Green sun zenith
Bonfire of the damned

ChrisRodriguez

{Wolfir silverheart}
{wolfir avenger}

Willthomjr

Idk what to take out for avenger. He's good but not better than any WW or immerwolf

Thorn

Yeah. BTW {young wolf} is cool but not over waif or captive

Willthomjr

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.

Thorn

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?

Greg54js

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

Willthomjr

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.