Wolfbitten

Started by Bernardcs, February 28, 2012, 08:25:00 PM

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Bernardcs


Wolfbitten

75 cards, 15 sideboard


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



Bernardcs

Opinions are always welcome!

cltrn81

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.

Bernardcs

That's right. Thanks!

Any other changes? Should I put some red instants?

ChaosHazard

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.

Bernardcs

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...

Wally

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}

Bernardcs


ChaosHazard

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.

cltrn81

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

Bernardcs

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}...

Runningtables

I love {rachet bomb} as a side board card and personally inkmoth is a game winner for me. Easy decision

darkarts981

Ratchet bomb, definately

ChaosHazard

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]

Bernardcs