Wolf Run

Started by Goblinking, December 14, 2011, 06:24:04 AM

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Goblinking


Wolf Run

60 cards, 0 sideboard


15 {Mountain}
15 {Forest}

30 lands


3 {Feral Ridgewolf}
1 {Darkthicket Wolf}
1 {Mayor of Avabruck}
1 {Daybreak Ranger}
3 {Grizzled Outcasts}
1 {Gatstaf Shepherd}
1 {Kruin Outlaw}
1 {Reckless Waif}
1 {Instigator Gang}
1 {Village Ironsmith}
1 {Villagers of Estwald}

15 creatures


2 {Harvest Pyre}
2 {Full Moon's Rise}
2 {Naturalize}
1 {Ranger's Guile}
1 {Travel Preparations}
2 {Curse of the Nightly Hunt}
1 {Prey Upon}
1 {Moonmist}
1 {Traitorous Blood}
1 {Gnaw to the Bone}
1 {Wreath of Geists}

15 other spells


Sideboard

Goblinking

I'm aware it 50% mana that will change as I get more flip werewolfs

Appleguru56

Haha, I like the name.

I have never played werewolves before, but it seems that this deck runs on medium creatures that maybe gets bigger later in the game.
What I see from this deck right now, it lacks are real power to push this deck above the opponent's. Many of the werewolves are vanilla that have no defensive or offensive capabilities other than a power and toughness. Plus, this deck runs completely free of removals which is a huge setback. Also, this deck has no double lands or special lands :)

This would be a very fun deck to rub casual, no doubt about it; but for fnm or anything more serious, higher powered level creatures would force you to play defensively until you get that dead draw, then it's game.

BlackJester

I like wolves, but I think to really get your money's worth, you'll want effects you can do without casting spells.

*ehem*{Kessig Wolf Run}*ehem*

😉