The main reason for this deck is that I wanted to build a werewolves deck that came in around $90USD, about $120AUD, that would give me enough bang for buck at FNM, and still show enough of the explosive potential that it's Collective Company (CoCo) cousin has. The main issues I noticed in play testing was the grind match up with Black decks, Languish and Kalitas being the issue.
Revision History:
Current Version - 1.1
V1.0 - Lacked enough tools to deal with Kalitas, Traitor of Ghet in the Main Deck, subbed out Galvanic Bombardment in favour of more Atarka's Command, also moved Borrowed Hostility to the Main Deck for Kalitas. Added Spirit of the Hunt, and Rending Volley to the Sideboard. Updated the How to Play notes.
As always feedback on the deck is welcome, just hit me up in the comments below.
I play magic like a game of chess, the game is broken into 4 phases, Opening, Early, Mid, and Late game. Below I'll list my strategy for those phases as well as side board strategies I use.
Opening: At the start of a game I'm looking to get a hand with a way for an early power 4 creature, if I see Kessig Prowler & Waxing Moon, Lambholt Pacifist with a Geier Reach Bandit, Lambholt/ Duskwatch + Howlpack in a 3 mana hand I'll keep it. Planning the hand around 4/5 cards means I'm quite happy to Mulligan down to 5, which I think is important in an aggro deck where you want to be all in by turn 3/4. Village Messenger is a nice bonus, but not the play I plan on getting.
Early: My first few turns are focusing their face like a wolf, if they aren't taking something turn 2 I'm upset, I'll try and bait them into wasting early removal into a Waxing Moon, or Howlpack Resurgence, both of which I'll nearly never play proactively outside of as a finisher. My main focus at this stage is trying to hit 4 power on turn 2.
Mid: At this stage of the game I'm trying to do 3 things, attack at the face, use burn I draw to keep the board from stalling, and trying to hit a Duskwatch Recruiter or Geier Reach Bandit to keep momentum and pressure up.
Late: Now I'm trying to keep just enough on the board to get the job done, and enough in hand to refuel after removal. I'll try and hit an Arlinn Kord, and keep her human to pump/ haste new wolves, I basically never flip her until she's about to ulti, or I know she's dead without a chumper. At this stage I'm looking to save Waxing Moon for a Kessig from hand into Arlinn/ Battlements Combo.
Sideboard:
Sin Prodder: If they are playing control this comes in, it's free refuel, and land filtering. 2 Village Messenger come out.
Spirit of the Hunt: I see you there Kalitas, I flash this in to stuff up their math. An Incendiary Flow and Atarka's Command normally come out for this if Sin Prodder is already in the deck, otherwise same deal.
Burn Within: If I find that they bring an Avacyn in with too much flying support to guard her from Clip Wings I'll sub this in, she loses indestructible and you can see the moment when her player dies a little inside, also good for Eldrazi, the smaller ones.
The Following 4 options either replace Incendiary Flow, or Atarka's Command in various amounts.
Clip Wings: Avacyn default board in, also if UW spirits becomes as big as it looks this will keep them less happy.
Dual Shot: If spirits are there, this is too.
Naturalize: Because one guy at FNM will be running a Tree of Perdition, Triskaidekaphobia, Demonic Pact, Harmless Offering mess that will get one win a night, and you don't want to be that one win. Also Always Watching, but that option is less rage inducing.
Rending Volley: I really, really, don't want WU Spirits to ruin my day...
Howlpack Resurgence: Another control sub in, normally takes the place of a Village Messenger.