BEST TYR 1.5 TURN 1 WOLF DECK?

by Asturonethorius on 27 July 2016

Main Deck (69 cards)

Sideboard (15 cards)

Artifacts (2)


Enchantments (2)

Submit a list of cards below to bulk import them all into your sideboard. Post one card per line using a format like "4x Birds of Paradise" or "1 Blaze", you can even enter just the card name by itself like "Wrath of God" for single cards.


Deck Description

INTRODUCTION:
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Wow didn't think a deck could hit the hotpage with only 5 likes. I would have been content to not hit the hotpage and get 6 to 11 likes. But I am honored, flattered that the deck made the hotpage.

Thanks for liking, viewing, commenting on deck, etc, that made deck go to hotpage.

FOOLISH DECK BUILDER A HOT DECK BUILDER OF HOT PAGE DECKS WITH DECKS ON HOT PAGE THAT HAVE MANY LIKES, WITH A REPUTATION OF 200+ SAYS THIS DECK SHOULD BE LIKED MORE, THAT THIS IS A GREAT, AMAZING DECK.

TURN 1 MAYOR, IMMERWOLF, BANDIT!!!

TURN 2 HUNTMASTER OF THE FELLS!!!

TURN 3 WOLFIR SILVERHEART, ULRICH!!!

Finally Somewhere Between Tier 1.25(At Best) to Tier 1.5 to Tier 1.75 to Tier 2, to Tier 2.25(At Worst) werewolves deck for Modern Format. Tier 1(At Best)IF it was standard legal, which it isn't.

I know that's bold claim. Here logic, reason, and a deck breakdown.

Werewolves always needed a way to speed up tempo, flip, in addition to Moonmist, Bandit, Birds, Simian Spirit Guides, is a way to do that, and can get werewolves out on turns 1,2,3, and flipped on turns 2,3,4

Also Ulrich is the needed another mythic, rare, legendary werewolf, in addition to, equal to Huntmaster, that werewolves needed, that finishes, pumps, fight, kills, destroy, removes creatures, deters foes flipping it back, etc, just wish it wasn't legendary, so that could copy it. (But that would be game breaking).

Plus this deck very extremely similar, but not the same as Pro Brian Kibbler's Innistrad, Dark Ascension Standard block Pro Grand Prix, World Championship 16th to 32 nd place, out of LOTS of players, Deck, that I added new cards, that weren't available back then, to improve the deck, such as BANDIT, ULRICH, that better fits, better than 1,2, maybe 3 creatures in his deck, and in my deck, since made very extremely similar, almost the same exact deck, without copying deck.

His Decklist: 4 Birds, 3 Mayors, 2 Daybreak Rangers, 2 Kruin Outlaw, 2 Huntmaster, 2 Instigator Gang, 2 Immerwolf, 2 Phyrexian Metamorph, 2 Wolfir Silverheart, 3 Moonmist, 2,3 Brimstone Volley, 2 Green Sun Zenith, 2 Garruk Relentless, 2 Spell Copier's, 2,3 Full Moon's Rise, 2 Blasphemous Act, lands

I made almost the same exact deck as Brian Kibbler, back then. I didn't copy his deck, he didn't copy my deck.

So Kept Phyrexian Metamorph, 2 Ulrich's(wasn't around back then, or I would have used it back cut the 2 Kruin outlaw (would have liked to put them in but no room, as everything better), Green Sun's Zenith is Banned, but Chord is about equal to Green Sun's Zenith, Added Bandit. Also added 3 Simian Spirit Guides, to go with 3 Birds to ramp werewolves, wolves out turns 1,2,3,4 instead of turns 2,3,4,5, added Eternal Witness, Mimic Vat, to help with removal protection, copying, graveyard recursion, flickering.
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DECK BREAK DOWN:
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69 cards, 26 lands, a 37.7% land mana ratio, plus 3 Birds of Paradise, 3 Simian Spirit Guides, to add to that mana ratio. Deck mix of 3 of's, 2 of's, 1 of's. The average cmc cost of cards, creatures, is about 2.5 to 2.75 to 3 to 3.43 cmc, and a creature usually drops on about turn 2.33, turns 2,3 most of the time. And a 3 of 2 cmc Mayor, or a 3 of 3 cmc Bandit, or a 2 of 3 cmc Immerwolf, as 2,3 cmc creatures, drop into play on turn 2, somewhere between some to most of the time about 67% to 73% of the time.

The deck gets out werewolves fast, pumps, removes creatures, threats, has great mana curve, interchangeable synergies, combos, has pump, copying, removal, ramp, regeneration, protection from destruction removal, lifegain, search, tutor, Trample, Burn to player, creatures, speeding up flipping, flip back prevention, counterspell prevention, Wolf token generation, card draw, copying, graveyard recursion, removal prevention, recovery
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CARD CATEGORIES:
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REMOVAL: 19
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2 Ulrich, 2 Huntmaster, 2 Phyrexian Metamorph, 3 Lightning Axe, 2 Domri Rade, 2 DayBreak Ranger, 2 Eternal Witness 2 Mimic Vat, 2 Mirrorpool
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PUMP: 22
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2 Immerwolf, 2 Wolfir Silverheart, 3 Mayor, 2 Ulrich, 2 Instigator Gang, 2 Full Moon's Rise, Kessig Wolf Run, 2 Metamorph, 2 Witness, 2 Mimic Vat, 2 Mirrorpool
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TOKEN GENERATION: 13
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3 Mayor, 2 Metamorph, 2 Huntmaster, 2 Mimic Vat, 2 Eternal Witness, 2 Mirrorpool,
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RAMP: 14
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3 Birds, 2 Metamorph, 3 Simian Spirit Guide, 2 Eternal Witness, 2 Mimic Vat, 2 Mirrorpool
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COPYING: 8
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2 Metamorph, 2 Mirrorpool, 2 Mimic Vat, 2 Eternal Witness
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SEARCH,TUTOR: 9
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3 Chord, 2 Eternal Witness, 2 Mimic Vat, 2 Mirrorpool
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REMOVAL DETERRING,RECOVERY, PREVENTION: 13
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3 Moonmist,2 Mimic Vat, 2 Eternal Witness, 2 Metamorph, 2 Full Moon's Rise, 2 Mirrorpool
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TRAMPLE: 10
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2 Full Moon's Rise, 2 Domri Rade, 2 Eternal Witness, 2 Mimic Vat, 2 Mirrorpool
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DAMAGE PREVENTION: 11
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3 Moonmist, 2 Mirrorpool, 2 Full Moon's Rise, 2 Eternal Witness, 2 Mimic Vat,
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LIFEGAIN: 10
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2 Huntmaster, 2 Metamorph, 2 Mirrorpool, 2 Mimic Vat, 2 Eternal Witness
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HASTE: 13
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3 Bandit, 2 Metamorph, 2 Mirrorpool, 2 Domri Rade, 2 Mimic Vat, 2 Eternal Witness,
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FLIPPING: 14
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3 Bandit, 3 Moonmist,2 Metamorph, 2 Mirrorpool, 2 Mimic Vat, 2 Eternal Witness
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FLIP BACK PREVENTION: 14
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2 Immerwolf, 2 Metamorph, 2 Mirrorpool, 2 Huntmaster, 2 Ulrich, 2 Mimic Vat, 2 Eternal Witness
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INTIMIDATE: 10
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2 Immerwolf, 2 Metamorph, 2 Mirrorpool, 2 Mimic Vat, 2 Eternal Witness
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BURN TO FOE: 10
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2 Huntmaster, 2 Metamorph,2 Mirrorpool, 2 Mimic Vat, 2 Eternal Witness
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ANTI BOARD WIPE: 8
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2 Mimic Vat, 2 Eternal Witness, 2 Metamorph, 2 Mirrorpool
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Graveyard Recursion: 8
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2 Eternal Witness, 2 Metamorph, 2 Mimic Vat, 2 Mirrorpool
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Card Draw, Scry: 10
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2 Domri Rade, 2 Eternal Witness, 2 Mimic Vat, 2 Metamorph, 2 Mirrorpool
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Doublestrike, Hexproof: 10
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2 Domri Rade, 2 Eternal Witness, 2 Metamorph, 2 Mimic Vat, 2 Mirrorpool
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WIN CONS:
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Getting creatures out fast, pumping, removing, prevention

How to Play

Sideboard:

1. Control: 4 of, 2 Autumn's Veil, 2 Surgical Extraction

2.Artifact, Enchantment, Affinity: 5 of, 3 Naturalize, 2 surgical Extraction

3. Reanimator: 4 of, 2 Grafdigger's Cage, 2 surgical Extraction,

4. Burn: 4 of, 2 Witchbane Orb, 2 surgical Extraction,

5. Hexproof, indestructibility: 4 of, 1 Bonds of Mortality, 1 Glaring Spotlight, 2 surgical extraction

6. blitz, horde: 2 of 1 Incendiary Command, 1 Blasphemous Act

7.Tron: 5 of, 2 Surgical Extraction, 1 Blasphemous Act, 1 Bond of Mortality, 1 Glaring Spotlight.

8. Kiki Chord: 2 Surgical Extraction

9. Land Destruction: 2 surgical extraction

10. Infect: 2 surgical extraction

Maybeboard, Metaboard: Daybreak Ranger, Phyrexian Metamorph, Kruin Outlaw, Comet, Atarka's Command, Catch/Release, Act of Treason, Traitorous Blood, Dual Casting, Increasing Vengeance, Instigator Gang

Get everything out as fast as possible, against speed decks, against control decks.

Against Midrange Decks with lots of removal, counterspells, plan for removal to happen, and hold some stuff back in reserve, to replenish.

Also against Control Decks, Graveyard decks, Enchantment, Artifact decks, use sideboard.

AWESOME COMBOS

Blasphemous Act + Full Moon's Rise

Chord + Mirrorpool

Brimstone Volley + Mirrorpool

Mimic + Flipped Instigator Gang

Mimic + Flipped Mayor

Mirrorpool + Mimic + Flipped Mayor

Mirrorpool + Mimic + Flipped Instigator Gang

Mimic + Wolfir Silverheart

Mirror + Mimic + Silverheart

Silverheart + Silverheart + Ulrich + flipped Gang + Immerwolf + flipped Mayor + Arlinn Kord + Garruk + Mimic = 29/29 Silverheart (Yeah too many pieces as a combo, won't happen, but just to show what's theoretically possible, and how ridiculously good pump is in this deck.)

These are just some of the many interchangeable synergistical combos in the deck.

Deck Tags

  • Gruul Midrange
  • Green Human
  • Combo Modern
  • Wolf Red

Deck at a Glance

Social Stats

17
Likes

This deck has been viewed 3,779 times.

Mana Curve

Mana Symbol Occurrence

0201938

Deck Format


Modern

NOTE: Set by owner when deck was made.

Card Legality

  • Not Legal in Standard
  • Not Legal in Modern
  • Legal in Vintage
  • Legal in Legacy

Deck discussion for BEST TYR 1.5 TURN 1 WOLF DECK?

Thanks for liking the deck. Please feel free to make comments suggestions. The deck list is pretty much very extremely close to being done. As such, I am not looking to make a lot of wholesale changes. That said, I am open to making slight tweaks, changes to the deck, when, if I am convinced, persuaded by logic, etc, as to WHY I should make the changes, and not because if somebody says "Because it will make your deck good, or even better than it is".

Thanks for like, comments, please like the deck if like the deck, please comment if want to comment, please play test if want to play test, please let me know result of play test, if want to, if play test.

Thanks

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Posted 27 July 2016 at 22:55

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Nice deck, I kinda skimmed through everything, but it looks great. +1. Unfortunately, I believe regenerating a creature taps it, so you can't swing the same turn as you blasphemous act. You still probably win next turn, just not sure if you knew that. Now, why do you run so many one and two of's? The creatures I understand, if you need a specific one you can chord it, but what about the planeswalkers and the chords themselves? All in all, an amazing deck, Progenitor mimic especially scares the **** out of me. Oh, and one final thing, why the manabase like that? Maybe remove things like the copper line gorges for more wooded foothills? Just some thoughts I had.

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Posted 28 July 2016 at 11:46

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Thanks for the comment. I really appreciate getting a comment from somebody I see who makes a lot of decks here that make the hotpage, that seems to have a high reputation, etc.

To answer your question on why run a lot of 1 of's, 2 of's.

1. I don't think it's a lot, since talking only 3 1 of's, and 3 2 of's, as far as noncreatures spells goes.
2. There just isn't room otherwise, unless go 1 to 4 cards more then 60 cards in the deck, and while I maybe be willing to do that in some decks, this is not one of them, since it's extremely important to play a turn 1 Bird., as often as possible, and if not possible turn 2, if no turn 2 Mayor drop. Without that, werewolves play too slow, even with Bandit, Ulrich. So in order to make Werewolf work, a no more then 60 cards is a must.

So if no room, what gets cut? 2 Blasphemous Act is board wipe. Stays. 2 Chords makes creatures more consistent. Stays. Can't cut my only 2 non board wipe, non creature based, burn removal spells in 2 Brimstone Volley. Can't cut 1 of 3 Moonmist down to 2 moonmist to put a 1 of or 2 of at a 3 of, as I wouldn't be able to semi consistently to consistently transform werewolves without slowing down tempo.

That just leaves the 3 planeswalkers, and if I had to choose a card to cut, turn a 2 of into a 3 of, it would probably be Domri Rade.

Now instead of looking at 3 separate 1 of planewalkers. Temporarily ignore that. Pic the planeswalkers as a CARD CATEGORY as a 3 OF where 1 of the 3 will likely get out during the game. Where each of the 3 are somewhat similar, fit the deck well, has great combo, synergy with each other and the rest of the deck, and where each planeswalker also does something that's needed in deck, and different then the others, and also does same things.

Those 3 planeswalkers are in deck for good reason. Didn't just haphazardly toss them in there.

Garruk Relentless: He transforms just like Kord does. He creates 2/2 wolf tokens just like Kord does. He does 3 damage to creature, player, just like Kord does, he pumps, gives Trample just like Kord does. So what does he do that Kord does not? He combined with 3 Chord as a category, searches, tutors for creatures. He also puts deathtouchers out.

Kord: like said above about Garruk, does a lot of similar things. So what does Kord do that Garruk doesnt? The ultimate that gives out the Emblem that deals damage to all foe creatures or foe player, by tapping a creature you control to deal about 5 to 10 damage to foe player creatures, or to foe player.

Rade: is the most different from the other 2 planeswalkers, but still does creature removal, just in different way in that instead of lightening bolt like damage, Rade makes 1 of your creatures kill another creature, by fighting it. Like pit fight, or prey upon, or Dromoka Command, etc, on a planeswalker stick. Also Rade gives advantage by letting me look at top card of deck, then if it's a creature take it into my hand, and if it's not, leaving it there on top. That potentially gives me 2 cards drawn per turn, instead of 1. And then there is Rade's ultimate ability that gives hexproof, indestructibility, haste, Trample, double strike, etc to all my creatures.

So you might ask, say, well if that planeswalker is so good, fits your deck well, etc, then why not just go with 3 of that planewalker? Well the problem is that can be said of each of the 3 different Planeswalkers in deck. You could make a extremely strong case for each of them. And not room to run 6 to 9, 2,3 of each planeswalker.

Because of that, and because all 3 of the planeswalkers have similiarities, and differences that are very much needed in deck, and because all 3 are such awesome fits in this deck, they these 3 planeswalkers would be like running 1 go for the throat, 1 terror, 1 Bury, because where each is similar, but slightly different, and has same cmc, and different name, same purpose, in a card category called 2 cmc black destroy creature removal. So in that kind of situation what does it matter if run 1 Bury, 1 Go for the throat, 1 Terror, or 2 terror, 1 throat, any combination, or 3 of 1? Answer it doesn't matter, it's the same card drawing odds wise to get 1 of either 1 terror, 1 Bury, 1 throat, as a creature remover, whether you run 3 of 1 or each of 3, or 2 of 1, and 1 of another, or any combination. But each gives you something slightly different that may be needed. So doesn't matter if draw terror, Bury, throat, even if slightly different, as your going to get something needed, however different, that is going to remove a creature, screw your opponent, give you something needed.

While maybe not the best comparison for the 3 planeswalker in the deck, that's the same kind of situation with the planeswalkers in deck. No matter which 1 I get out, I get something needed, that screws my opponent.

But if you cut 1, 2 planeswalkers and either run 3 of 1 planeswalker, or 2 1 ofs, then what happens when I lose a game because I wasn't able to use Garruk to search for a creature, that I would have gotten out had not cut Garruk. OK then you say ok keep Garruk then. OK but what happens when lose a game because I wasn't able to use Rade's fight ability? OK keep Rade then. OK then what happens when lose game because wasn't able to use Kord ultimate ability, because wasn't in deck?.

Even if I only have 1 of each planewalker, 1 of those 3 planeswalkers will get out during the game, on average, and screw the opponent, help me, win me more games, then games lost because not run 3 garruks, or 3 Kord, or 3 Rade.

It really does not matter which planeswalker comes out, and that's why it's ok to run 1 of each of the 3 of them as a 3 of in the Planeswalker card category.

But if a gun were put to my head, and I was ordered to cut at least 1 of the 1 of planeswalkers, I would cut Rade, and add either 1 more Chord, or 1 more Brimstone Volley

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Posted 28 July 2016 at 13:40

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Also 1 or 2 Copperline Gorge is ok, I have never had a problem with it. 1,2 fetch lands is ok. But problem with fetching land, is that altho it improves nonland card draw, if you need to draw more land, your now less likely to draw that needed land because you already fetched land out of your deck, now less land to draw.

If going to add more fetch lands, you either run more land slots in deck, and less card slots, or you run a low 1 to 3 cmc card mana cost list like Naya Blitz, because after using the fetch land, you likely won't need to draw land, so it's good the fetch land fetched the land out so you have better chance of drawing a non land card, which would be good in that kind of situation.

Look at the 2,3,4,5,6 cmc mana cost cards in deck. That means I need to draw land, that won't be able to draw, if fetch land. But 1 fetch land, maybe 2 in this deck is ok.

So far in the 100 sample hands, have not had a problem with the mana base, and only have to Mulligan 1 out of every 7 to 13 hands. I can handle that. And only have to double Mulligan about 1 out of every 11,12 to 22,23 hands, and only triple Mulligan 1 out of the 100 hands, and was only not able to have the right corner mana, or not enough mana a very extremely small number of times out of 100 sample hands so far. And I can handle that

I will look into tho

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Posted 28 July 2016 at 13:58

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Also tho you didn't have a problem with, understood why creatures were 2 of's because of the 2 of chords, that didn't cover other reasons I had besides necessity, lack of card slots, etc.

So reason why Huntmaster, Instigator Gang, Immerwolf a 2 of:

1. To many 4 cmc's not a good thing. 2. Running either Huntmaster, or Gang at a 3,4 of would have meant leaving the other out of deck. 3. The only way to fit both Gang, Huntmaster in was run each as a 2 of. 4. Huntmaster, Gang each add something needed. Huntmaster flip to 4/4 make wolf token, 2 life, 2 damage at 4 cmc. Gang 2/3 flip to 5/5 that pump to 8/5 when attack. Both make good targets for mimic. 5. Since both Huntmaster Immerwolf in, they will conflict with each other a lot UNLESS run each as a 2 of and no more then a 2 of, otherwise you have to take either Huntmaster out, or Immerwolf out because of their conflicting with each other. But both are needed. Without Immerwolf no flip back protection.

Reason why Mimic, Ulrich, Silverheart 2 ofs:

1. If ran them as 3 of's not enough slots, room. 2. They're needed. 3. If ran them as 3 of's they would be drawn too soon, and wouldn't be able to play 2,3,4 cmc's on turns 2,3,4. 4. Tho Ulrich, Silverheart Similar, Silverhearts + 4 bonus is permanent as long as soul bond paired, and Ulrich's +4 bonus is only temporary bonus. Both Silverheart Ulrich compliment the other. If cut Silverheart, run 2,3 Ulrich, then no permanent + 4 bonus. If cut Ulrich, run 2,3 Silverheart, then no 6/6, that fights target creature that flips back and forth to either give + 4 bonus, or kill a creature. 5. Also 3 Ulrich and 3 Immerwolf conflict just like 3 Huntmaster, and 3 Immerwolf Conflict, so can only run 2 Ulrich, and 2 Immerwolf, to not conflict as much. When say conflict, mean that huntmaster, Ulrich want to flip back and forth, and Immerwolf wants to give a permanent +1 +1 bonus, and stop flipped werewolves from being flipped back. I have tweaked around with Huntmaster, Ulrich, and Immerwolf and found they work best together, WHEN not run less then 2 of each of them, and not run more then 2 of each of them, and run each of them as a 2 of. That way they don't conflict, while still coming out. Delicate tricky balance when all 3 in deck. But all 3 are needed in deck. It's almost a darned if they are in your deck together, and darned if you don't have them in your deck. The only way to not be darned is run them as a 2 of. They still get out, but they don't conflict.

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Posted 28 July 2016 at 14:57

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Reason why Mayor, Bandit at 3 of, not 2 of, 4 of, is that 3 Mayor helps make sure I get turn 2 drop, when no 3 cmc drops turn 2. Reason why no run 4 Mayor: lack of slots. And if ran 4 Mayor would draw to many Mayors, and not enough of other needed stuff, that why run at 3 of.

Bandit is a 3 of because he is critical, with Moonmist in getting werewolves into play flipped. Speeds up tempo if comes into play turn 2, flips, then helps everything else to come into play flipped, sped up. But like Mayor, if run as a 4 of, not enough room, and would, have draw, drawn to many Bandits, and then can't draw any other Werewolf need. That's why run as a 3 of, and use Chord to try to make sure at least 1 comes out.

The only reason have 4 Birds as a 4 of, is its critical, a MUST in order to get a bird out turn 1,2, in order to have the fastest turns 2,3,4 drops.

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Posted 28 July 2016 at 15:11

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In this comment I'm going to address cards, combos, technique, that may, may not be overlooked.

Progenitor Mimic. Some may question why have 6 cmc Mimic in deck instead of either Phyrexian Metamorph, or some other Werewolf like Daybreak Ranger, Kruin Outlaw.

First with Birds, can get 6 cmc Mimic on turn 4. Plus if use Metamorph, you can only make 1 copy, and usually don't have anything good, whether own stuff, or goes stuff to copy turns 2,3,4. Usually the good stuff to copy doesnt hit board until turns ,3,4, 5,6,7. While 1 copy of your own stuff, or foes stuff is good, many copies are better. Example, let's say your foe finds a way to put in a 10/10 by turn 5. Metamorph would make a copy yes, but then your foe and you both have a 10/10.

What's better than that? :

You make a copy of foes 10/1000 that they got out turn 5, on turn 5, so now you have a 10/10. During turn 6 upkeep, I now have 2, 10/10, 1 Mimic, 1 a 10/10 Token copy. Then I play another Mimic making a copy of Mimic copying 10/10. That means that during turn 7 upkeep, I get 2 more 10/10 token copies of foes 10/10. Then turn 8 2 more, for a grand total of 6 10/10 copies of foes 10/10.

Another example that show something about using Mimic, to copy a flipped werewolf.

So turn 2 you play Mayor, then turn 2 you play a Mayor, and then a Moonmist, flipping both Mayors, into 2 flipped 4/4 Mayors, Howl pack Alpha's, that produce 2, 2/2 wolf tokens, that pumped up to 4/4 by the 2 flipped Mayors, at end of turn 3. Turn 5 you play a Mimic copying a flipped mayor. Why? Because according to the rules a copy of a flipped Werewolf can't be flipped back, even if you, opponent plays 2 spells in a turn. So the copy is a permanent copy of the flipped werewolf.

So by copying the 2 pumped to 4/4 Mayor's by Mimic on turn 5, then mimic flipped Mayor is pumped to 5/5, and pumps the other 2 flipped Mayor's up to 5/5, and the 2 4/4 wolf tokens up to 2 5/5 wolf tokens, then at the end of turn 5 the 3 5/5 flipped Mayor put out 3 more pumped to 5/5 wolf tokens, so at end of turn 5, there 5, 5/5 wolf tokens, and 3 5/5 flipped Mayors.

Turn 6, 5/5 non token Mimic flipped Mayor creates another flipped Mayor token so now there 4 pumped up to 6/6 flipped Mayor tokens, that pump the 5, 5/5 wolf tokens to 5, 6/6 wolf tokens. Then turn 6, play 2nd Mimic in deck to copy another flipped Mayor, do now there 5 pumped up to 7/7 flipped Mayors, that pump the other 5 6/6 wolf tokens into 5 7/7 wolf tokens. So 5 7/7 wolf tokens, 5 7/7 flipped Mayors. At the end of turn 6, 5 more 7/7 wolf tokens are generated, so at end of turn 6, there is 10, 7/7 wolf tokens, and 5 7/7 flipped Mayors.

Then turn 7. The 2 nontoken Mimic copies of flipped Mayor's pumped to 7/7, produce 2 more flipped Mayor 7/7 flipped Mayors, pumping all 7 flipped Mayor's to 9/9. The 10 7,7 wolf tokens ate pumped into 10, 9/9 wolf tokens. Then at the end of turn 7, there is 7 more 9/9 wolf tokens made, for a total of 17 9/9 wolf tokens, and 7 9/9 flipped Mayers for a total of 24 flipped 9/9 creatures by end of turn 7.

That's in just 2 turns after playing 1 Mimic, and 1 turn after playing the 2nd Mimic.

Now let's compare with Metamorph:

Turn 2 Mayor, turn 3 Mayor, then Moonmist, then 2 flipped Mayors, at 4/4, 2 4/4 wolf tokens at end of turn 3.

Turn 5: Metamorph copies Flipped Mayor 3 5/5 flipped Mayors, make 3 more 5/5 Wolf's + last 2 wolf tokens now 5/5 wolf tokens for 3 5/5 Mayors, and 5, 5/5 wolf tokens by end of turn 5.

Turn 6: 2 5/5 Mayors, and 1 Metamorph 5/5 flipped Mayor, makes 3 more 5/5 wolf tokens, for 3 5/5 flipped Mayors, and 8, 5/5 wolf tokens. Then play a 2nd Metamorph copy of a flipped Mayor yo make 4 6/6 flipped Mayor 8 6/6 wolf tokens. Newest flipped 6/6 metamorph Mayor makes another 6/6 wolf token so 9 6/6 wolf tokens by end of turn 6.

Turn 7: 4 6/6 flipped Mayors make 4 more 6/6 wolf tokens for 13 6/6 wolf tokens for total of 17 6/6 by turn 7.

Now for the foes 10/10 by turn 5 example. Metamorph copies that creature, and at best have 1 copy, instead of 6,7 copies, thru Mimic.

So mimic better then Metamorph for all the examples reasons explained above.

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Posted 28 July 2016 at 11:57

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Continuing comment topic above on why certain cards:

Why Brimstone Volley, instead of some other burn removal?

1. It's important to have at least 2,3 instant speed Burn removal, I MN deck, so that if don't have a Moonmist, you can pass turn, flip your werewolves, then during your FOE'S turn, before, during attack phase, chump block get a creature killed, then cast a MORBID MECHANIC, Brimstone Volley, that does either 5 damage to foe directly or kills a 5/5 creature that foe has, during foes turn.

You can also copy Brimstone Volley with Mirrorpool for an extra 2 colorless, sacrifice Mirrorpool, and then do 10 points of damage to 1 of FOE'S creatures, or 10 damage to foe directly. You can do this on turn 4, if you have a bird out, and if any creature died during your opponents turn yo turn on MORBID mechanic, deal 5 to 10 damage depending on if copied, instead of 3 to 6 damage depending on if copied.

So you can do all that: FLIP Your werewolves, Deal 3 To 6 To 10 DAMAGE To creature, Or 3 to 6 To 10 damage to opponent directly , on, by turn 4 of your opponent, depending on if hit Morbid, spell copied or not.

That's what makes Brimstone Volly, so awesome at only 3 to 5 cmc for all that.

Comet is good, but says you have to pay 1,2 red, then X colorless, the 1 multi Kicker per each target. So while in theory it sounds good to try to take out a lot of targets, with Comet, there usually not enough mana, cost too much mana, so because of that Brimstone is still better at 3 cmc for 3 to 5 to 6 to 10 damage.

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Posted 28 July 2016 at 12:23

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Ok, I am Meeting Foolish Deck Builder's (His username) halfway, by cutting 1 land, 1 Domi Rade to go to 60 cards, 22 lands, a 36.6 % mana Ratio, (requires slightly more frequent mulliganning ), to go to 3 Chord, 3 Brimstone Volleys. Which in 15 to 25 more sample hands does get everything out more, as more 3 ofs, 3 Chords, instead of 2, 3 Brimstone Volleys instead of 2, make Chord, Volley come out early enough to cast them as instants during opponents turn when don't have a moonmist, in order to pass turn, flip werewolves, then Brimstone Volley foe, to slow down his tempo, while speeding up your tempo.

Have to Mulligan more often, but not so much, that it's too often, or not enough mana, or unplayable.

Also could add 1 more land to go to 23 lands 61 cards for a better 37.7 % mana Ratio instead of only 36.6% mana ratio.

But that would mean 61 cards. But may have to add that 1 extra card to make mana consistent.

Will playtest, sample hands, 61 cards, 23 lands, if it works, if Birds come out as often as should then that ok. If not it stays at 60 cards, instead of 61 cards.

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Posted 29 July 2016 at 01:15

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Ok, wasn't getting the 2 planeswalkers out with only 2 of them, so had to add Domri Rade back in. And something had to give. Either go over 60 cards, or instead of running 2 Huntmasters, and 2 Instigator Gang, cut the 2 gangs, add 1 Huntmaster, add 1 Domri Rade.

It's a extremely tough cut, change to make, as Instigator Gang cost 4 cmc, comes into play on turns 3,4, turns into 5/5, pumps into a 8/5 when attacks, gives all attackers + 3, and makes such a awesome target for Progenitor Mimic. Wish could have him in deck, that room for him, but only way to put him in deck, is have 2 Huntmaster, 2 Instigator Gang, run only 2 planeswalkers, not enough to get out, take out Domri Rade, or not cut rade, run 3 planewalkers, and run either 3 Chord, 2 Brimstone Volley, or 3 Brimstone Volley, 2 Chord, and really need at least 3 planeswalkers, 3 Chord, 3 Brimstone Volley, but cant, if going to run 2 gang 2 huntmaster.

The only way to run 3 planeswalkers, Domri rade in, 3 Chord, 3 Brimstone Volley, as needed to get stuff out, is to cut the 2 Instigator Gang, or run 61 to 63 cards. As Good as Gang was, is, he was the weakest link, everything else in deck needed, better then Instigator Gang.

So sad to see Instigator Gang go, sniff, but it had to be done, lol.

Now everything that should be a 3 of is a 3 of, and the 3 planeswalkers are a 3 of, collectively as a group, and not a 1 of, and everything that's a 2 of like 2 Blasphemous Act, 2 Ulrich, 2 Silverheart, 2 Progenitor Mimic, should be a 2 of.

Playtesting sample hands, has shown the deck is working awesomely.

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Posted 29 July 2016 at 05:33

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Ok, after do LOTS of same hands on the sample hand thing. Foolish Deck builder said it all when he said the deck is AMAZING, and that Progenitor Mimic, scares the **** out of him. Well if I had to play this deck, it would scare the **** out of me too. It's that AMAZING.
Everything comes out consistently. Plays like it should. The Werewolves get out semi fast, pump up big, remove annoyances, and then Progenitor Mimic starts copying like crazy. The combos come out semi somewhat semi often, semi somewhat semi moderate, semi somewhat semi some. The combos Interchange with interchangeable combo pieces. Chord helps get the creatures out.

The deck can be run with either 60 cards, 61 cards. 60 cards, if you don't mind mulliganing semi somewhat semi moderately semi somewhat semi some of the time, and or are a stickler for the 60 card thing, and want just barely slightly better drawing odds. 61 cards if you don't mind just barely slightly worse drawing odds, and like better mana consistency, less Mulligans, with 23 lands, a 37.7% mana ratio, instead of 22 lands and a 36.7% mana ratio.

So if want to run the deck with 60 cards, 22 lands, take 1 Wooded Foothills out of the 2 of them out. If want to run the deck with 61 cards, 23 lands, then don't change anything.

The deck is pretty much done. I am still open to making the slightest tweak, if somebody suggest it logically, like Foolish Deck Builder did, and convinces, persuades me.

So please read, view, comment on this decklist, use, playtest it, like, +1, the deck, if you like it, and share it, etc, if you want to.

Can't believe this deck hasn't been liked more. Lol.

For those on a budget, they can replace the 2 $100 a piece, Cavern of the Soul Lands, with a 1 Wooded Foothills, an, or 1 Copperline Gorge, and or replace the expensive $40 1,2 Wooded Foothills Lands with 1 Karplusan Forrest, an,or 1 Rootbound Crag, and, or 1 Copperline, as long as not more then 2 Copperline Max in deck land base. If don't want the expensive about $19 Stomping Grounds, can replace them with 1 Mountain, 1 Forest, 1 Cinder Glade, 1 Gametrail. Making all those land changes, would probably cut about $273 off the deck cost, which if you subtracted from the $437 midrange price of the deck as it is now without budget land changes, That would bring the midrange price of the deck down to $163, that you can buy, trade, build in about 2 to 6 months, without having to worry if it will cycle out of MODERN FORMAT. THAT'S DOABLE FOR PEOPLE ON A BUDGET.

Thanks for taking the time to view, read, deck, comments, likes, etc, it's really appreciated, so thanks :-)

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Posted 29 July 2016 at 08:36

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Great deck, nice card amount. Really should get more likes.

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Posted 30 July 2016 at 08:29

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I liked it. Couldn't comment cause it already seems very complete. All his thought out comments basically prove he's finished and has his stuff together lol

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Posted 30 July 2016 at 12:58

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Yeah, I know, lol

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Posted 30 July 2016 at 13:13

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Thanks guys

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Posted 31 July 2016 at 00:00

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Ok, so added 3 Simian Spirit Guides, cut 1 Huntmaster, went to 63 cards, 24 lands. I know going to 63 cards, 24 lands unconventional, but it's worth it for the Simian Spirit Guides.

With 3 birds, 3 Spirit Guides as ramp, Bandit, Mayor, Immerwolf, Huntmaster will come out turns 1, 2, 3. That is stupidly BROKEN, SICK, AWESOME.

Turn 1: Land, Remove 2 Spirit Guides, play Bandit 3/2 with haste, hit foe for 3

Turn 2: Land, Moonmist, flip Bandit, 4/3, hit for 4 or kill blocker.

Can easily get out Huntmaster turn 2. Can easily get out Silverheart, Ulrich turns 2,3, can easily get out Progenitor Mimic, turns 3,4

So because of that going to 63 cards, 24 lands worth it.

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Posted 03 August 2016 at 16:35

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Ok, the deck is pretty much done. Can either go with deck as 61 cards, 23 lands, 2 Brimstone Volley, a 37.7% land, mana ratio, or instead go with 63 cards, 24 lands, a 38.09% land mana ratio, 3 Brimstone Volley's, instead of 2 of them.

Not open to making Whole Sale, LOTS of changes. Am open to comments, suggestions, advice, recommendations on making very slight tweaks to deck.

The deck is such a stupidly, rediculously, awesome, amazing deck.

Can't believe deck only has 4 likes, when it should have at least 6 to 11 likes at the extreme least, when Foolish Deck Builder who has 1 of the highest reputations at 200+, and has built hotpage decks, says this deck is amazing, should be liked more.

I mean what's wrong with the 170 + who have viewed deck, but haven't liked this deck. This deck plays better than the 550 werewolf decks on this site. Because of that this deck should be rated, liked as 1 of the highest rated, liked werewolf decks, on this site.

This is freaking rediculous. I take the time, effort to make 1 of the best, if not the best Werewolf deck on this site, and it only gets 4 likes.

Just don't get it, some players here

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Posted 04 August 2016 at 18:50

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Ok think I found a fix to the only 2 Brimstone Volley problem. Cut 1 Mayor (making 7 non Spirit guide 2,3 cmc creatures, compared to 8 4,5,6 cmc creatures, and if count the 3 cmc spirit guides, then 10, 3 cmc creatures, compared to 8, 4,5,6 cmc creatures, so because of that should still get turns 1,2,3, 2,3,4 cmc creature drops consistently), leaving 2 Mayor's left, 21 creatures left, to go to 3 Brimstone Volley's, instead of just 2 of them, when need 3 of them.

And deck can either be run at 60 cards, 22 lands, or 61 cards, 23 lands.

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Posted 04 August 2016 at 19:24

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Sample hand playtesting showed that with only 2 Mayors, that wasn't getting a consistent turn 1, 2 drop, because when a mana creature didn't come out, 2 Mayor's wasn't enough Mayor's to have a Mayor drop on turn 2, when mana creatures didn't get out. Only 3 Mayor's was enough.

And with only 2 Brimstone Volleys, instead of 3 Brimstone Volley, 2 Brimstone Volley wasn't enough to help remove creature threats, do damage to foe, have something to do during FOE'S turn, when pass turn flip werewolves, without using moonmist.

So the ONLY way to have both enough, needed 3 Mayor, 3 Brimstone Volley, without cutting something else needed, which can't afford to do, then MUST go to 63 cards, 24 lands, and a better 38.09% land, mana ratio.

Playtested that, with the sample hand thing, and it worked fine because have 3 Birds, and 3 Simian Spirit Guides, as 6 mana creatures, that enough mana creatures, still get a mana creature out to ramp stuff on turns 1,2,3.

I know that 63 cards, 24 lands, is unconventional, but it still works awesomely, and stuff still comes out consistently

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Posted 04 August 2016 at 19:59

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Ok, did 50 sample hands on the sample hand thing here, and 38 out of 50 sample hands (76%), either Mayor, Bandit, Immerwolf, Huntmaster, and even a 5 cmc 1 time, dropped on turn 2 38 out of 50 sample hands (76% of the time)

So according to that, that's consistent, and so because if that, 63 cards, 24 lands works pretty awesomely.

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Posted 04 August 2016 at 20:44

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Ok cut deck down to 60,61 cards, 22,23 land, by cutting 1 Simian Spirit Guide. Changed the name, because it's no longer possible for Huntmaster to come out on turn 1. But had to cut 1 Simian Spirit Guide, to get the deck, down to 60,61 cards, so that the 5 mana creatures, would have a better draw of coming out more, and because with 6 mana dorks, I was drawing them mid to late game, when didn't need them, and wanted something else instead. In playtesting sample hands, the 5 mana dorks come out at about 69,70,71,72,73% of the time to allow a turn 2 drop of Mayor, Bandit, Immerwolf, about 69,70,71,72,73% of the time, about 7 out of 11 games.

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Posted 15 August 2016 at 13:28

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Thanks everyone for liking deck, commenting, getting deck on the hotpage. I am honored, flattered. Even if deck had only gotten 6 to 11 likes, and hadn't made the deck page, that would have been ok. So awesome that the deck made the hotpage. But didn't think the deck would make the hotpage with only 5 likes.

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Posted 15 August 2016 at 13:34

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Just when even though the deck is, was already awesome, incredible, amazing, etc, I just had to go, and make deck even more amazing, incredible, awesome, then it already is.

Added Mimic Vat, for more copying goodness, enter into battlefield goodness, combo with Huntmaster, Eternal Witness, Ulrich, Progenitor Mimic, Wolfir Silverheart, etc, goodness, and killing a foe creature, and Copying killed foe creature with Vat goodness, and deterring opponents from removing wolves, because trigger Vat, goodness.

Also added 2 Eternal Witness to add graveyard recursion, , returning of any card from hand, and to further recover from removal of wolves, and because it combos with Mimic Vat, and because it's 3 cmc, that can be dropped turn 2 in a emergency against blitz, horde decks, and because it's a Human, which humans, werewolves, wolves is the tribe, and because Witness combos well with Moonmist, Brimstone Volley, Chord of Calling.

The slight trade off was going to 62 cards, 23 lands, 2 Full Moon's Rise, instead of 3 Full Moon's Rise, and taking out Domri Rade, but think the trade off is, was worth it.

Also split the 2 Blasphemous Act Board Wipers into 2 of 1 of Board Wipers in Blasphemous Act, and Incendiary Command. That still gives me 2 late early game to early mid game, to late mid game, to early late game board wipers, that though 2 board wipers, are splint into 2, 1 of's

1 Blasphemous Act, let's me board wipe bigger stuff, and Incendiary Command, board wipes smaller stuff, but also can do 4 damage to foe life, an or draw cards, or destroy a foe land, to slow down foe tempo, while my tempo speeds up.

Also have Slagstorm Sideboarded, to combine with Blasphemous Act, and Incendiary Command, to give me 3 board wipe cards, which should be plenty enough board wipe, if needed, and with 2 Mimic Vat, and 2 Full Moon's Rise, 2 Mimic Vat, 2 Eternal Witness, I have plenty of ways to either protect my wolves from my own, an or opponent board wiping, an or to recover from board wiping.

Basically have to create the best wolf deck ever, in order for wolf to compete with Tron, Kiki, tier 1 decks, be a tier 1.5 deck, and that's what I am trying to do, either think I am doing, an or am doing in, with, about this werewolf deck.

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Posted 15 August 2016 at 17:22

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Decided in order to go down to 60, 61 cards, 23,22 lands, to cut the main deck boardwipe, and to sideboard the Board Wipe. Since deck is a turns 1,2,3,4,5 semi agro to agro, to semi midrange to midrange, to semi tempo to tempo, semi fast, to fast, etc, werewolf deck, that can both keep up with blitz, speed, horde decks, even if just barely by skin of its teeth, and match, keep up with midrange decks, and match, keep up with big stompy ramp decks, and keep up with late game decks, etc, then since it can kind of match, keep up with speed, blitz, horde decks, that the 2 board cards in the deck, altho a nice luxury thing to have, isn't a absolute, necessity, need, and that can afford to cut the main deck board wipers as long as sideboard the 2 board wipers if they are needed.

Doing that made it possible to cut 2 board wipe slots, to go down to 60,61 cards, 23,22 lands in deck, instead of having 62,63 cards, 23,24 lands in deck.

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Posted 15 August 2016 at 20:11

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Also made it possible to add Domri Rade Back in, but could cut the Domri Rade to go to 60 cards, 23 land

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Posted 15 August 2016 at 20:14

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My sideboard needs a little help. Trying to stuff sideboard with answers for the top 10 deck types in Modern, that listed in sideboard section of how to play section. So far not enough answers for all of them. Oh well, guess a deck can't be ok, good against everything, lol.

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Posted 15 August 2016 at 22:00

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Think between Deck, and Sideboard, and Maybeboard, and Metaboard, that that's as good as I am going to get it the deck.

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Posted 15 August 2016 at 22:07

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Well I thought so, but adding the 3rd Mayor back in, really clicked the deck. Getting turn 1 Mayor drops semi consistently, some of the time. And about 69,70, 71,72,73,74% of the time, getting a turn 2 drop from Either Bandit, Mayor, Immerwolf, Eternal Witness (only do if in a emergency, like chump blocking a big turn 1, 3 cmc, Woolly Thoctar, a 5/4, drop, that kind of emergency kind of thing, etc.

And at 61 cards, 23 lands, that works for the deck. Mana doesn't come out to much, to little, and if it does, then Birds, Simian Spirit Guide makes up the shortage, an or mulligan, a extremely little tiny bit more often. The 3 Birds, 2 Simian Spirit Guides, come out semi often to often, and on the times they don't come out, and the 3 cmc's don't come out turn 2, 1 of the 3 Mayor's come out turn 2.

And playtesting sample hands is showing the deck running very consistently, smoothly.

And the deck probably won't need board wipers, as spot removal, blocking, 23 creatures, turn 1,2,3, 2, 3 cmc drops on those turns 1,2,3, tokens, etc, should be enough, but board wipe sideboarded just in case.

Now again I think this is just about as good as can get the deck.

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Posted 16 August 2016 at 00:05

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Deck hit the Hot Deck Page. Thanks to everybody who liked, commented, gave suggestions, helped the deck make the hotpage. I am honored, flattered that deck made the hotpage.

Please like the deck, when, if like the deck, an or even if were to not like the deck concept, please like, +1 the deck, when, if think deck is a nice, ok, solid, etc, build, deck, etc, when, if want to.

When, if do that, when, if want to, thanks for liking, +1 the deck.

Also please comment, and please feel free to use deck, when, if want to.

Thanks

Mike.

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Posted 17 August 2016 at 06:00

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Ok, again, just when think deck can't get any better, it did get even better.

Why, How?:

Since Mimic Vat helps protect almost any, all creatures from removal, because removal triggers Vat, and since Full Moon's Rise Regeneration only applies to werewolves, and not wolves, humans like Silverheart, immerwolf, Eternal Witness, and only applies to flipped werewolves, then it ok to turn the 2 Full Moon's Rise into 1 Conjurer's Closet, to go along with 2 Vat for 3 bouncers, flicker's, and to put Domri Rade back in for card, creature, scry like advantage, removal by making big creature fight a creature, and ultimate haste, doublestrike, hexproof, trample, to all creatures.

So why 2 Mimic Vat, 1 Closet, instead of 3 Vat, or 3 Closet, or 2 Closet, 1 Vat?:

If run as true 3 of, then get 2 of same thing dead, redundant draw, when don't need that early game, in opening hand. Having 2 of 1, and 1 of the other helps make sure that both don't get stuck with 2 of 1 early, while because 2 of 1 , 1 of other is similar, then it's like a 3 of instead of a 2 of, and a little more likely to come out late early game, to early mid game, to late mid game, to early late games, when creatures come out, after out, when combo, work together.

Also Conjurer's Closet is 5 cmc, so don't want 2,3 of closet. But do want 1 for reason named above, and:

Closet can do something that Vat can not do: 1. When Closet flickers, triggering ETB (Enter Battlefield) effects of Huntmaster, Ulrich, they can trigger ETB, and can FLIP. Vat can put a token copy of Huntmaster, Ulrich out, triggering ETB, but the Token can NOT flip.

So why not 2,3 closet aside from 5 cmc, already mentioned stuff?:

Vat can do what Closet can't: Make copies of any creature, including foe creatures, help with protection from removal. Closet can NOT do that.

Also both Vat, Closet, are part of different combos. Like if someone tries to steal a creature from me, I can kill that creature, kill Eternal Witness, trigger Vat, put out Witness token, then get creature back, then get Brimstone Volley back

With Closet, if Bandit is in play, flipped. Then you cast Closet. Then cast Ulrich. Ulrich give +4 bonus to creature, then flips, likely kills a creature,, because of flipped bandit, then at end step bounces, gives another +4 Bonus, don't know what would do with that Bonus since can't attack, goes away at end step, and flips again for the 2nd time in 1 turn, to kill a 2nd creature in same turn, because if flipped Bandit, Closet. So Bandit, Closet, Ulrich, is a very powerful combo.

Also can do the same kind of thing with Huntmaster. Huntmaster comes into play, produces 1 2/2 wolf token, gains 2 life, then flips because of flipped bandit, does 2 damage to foe player, and 1 of their creatures, then at end step of same turn , bounces, producing another 2/2 wolf token, 2 more life, then flips again dealing another 2 damage to both foe player, and 1 of their creatures.

And Closet can do that every turn. And Closet can flip a werewolf like Huntmaster, Ulrich back, even when Immerwolf is out.

But as good as Both Closet, Vat is, they are about equal, neither being being better then the other, and are both needed, wanted in deck, but not room for 2 of each, and Closet is 5 cmc, so play testing has shown that 2 Mimic Vat, and 1 Closet is better.

Could take out Domri Rade for 1 more Closet, but then would get too many Vat, Closet during game, and 6, 5 cmc cards in 2 Ulrich, 2 Silverheart, 2 Closet, instead of 2 Ulrich, 2 Silverheart, 1 Closet for 5, 5 cmc cards, would be too many 5 cmc cards in this deck.

And Domri Rade is so good.

So all of the above reasons, Playtesting has shown that 2 Vats, 1 Closet is better.

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Posted 18 August 2016 at 00:25

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If you didn't have the progenitor mimic, you wouldn't have to have blue. Also, it doesn't really work off of the idea of this deck. It's a good card, but I don't think it should be in your deck.

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Posted 04 January 2017 at 08:43

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Thinking of running 1 phrexian Metamorph, and 1 Progenitor Mimic, since they are both similar, but 1 cheaper cmc. That way with only 1 6 cmc, instead of 2, its better on the mana curve, speeds up the deck, metamorph can be paid without blue, come out turn 2,3,4, and with both cards, its still like a 2 of, in 2 creatures that copy, just the same as like 2 metamorphs, 2 progenitor mimic.

Also with 3 birds, 3 lands that produce any kind of mana including blue mana, thats 6 sources that produce blue mana in addition to any kind of any other color mana. Because of that, little to no problem getting blue mana to pay for mimic, while not messing up mana base for other stuff

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Posted 17 January 2018 at 15:54

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I don't even know where to begin.
Your title says best tier 1.5 and from your description/how to play and from all your comments you don't seem to know what that means. I could be wrong, but I don't think you've ever actually tried playing this deck competitively. The reason Brian Kibbler was able to do so well with it was because it was in Standard and he's a professional player. His skill at piloting the deck and the fact that his opponents didn't have access to modern's removal and counterspell suite is what allowed him to place so high.

Let's start with the fluff. There's a lot of it. Just cards unnecessary to your stratagem that don't need to be there. Brimstone volley, Garruk Relentless, Arlinn Kord(don't get me wrong, I love this card), all of your artifacts, and pretty much everything more than 3 mana with the exception of Huntmaster of the Fells.

Progenitor Mimic currently has no place in competitive modern. I'm not saying it never will, but this isn't how it would be done if it could be done. Ulrich is super cool, but is too costly. Conjurer's closet does cool things if your opponent doesn't counter it or kill your creatures. Mimic Vat is just adorable, but is removed at instant speed by Kolaghan's command and/or abrupt decay. A lot of decks these days are playing Nature's Claims and/or Ancient Grudge as well. You would much rather be casting collected company or chord of calling.

You need, and I mean NEED, 4x Collected Company and need to bump up your chord of calling to 4x. I'd drop Arlinn and Garruk for 2 more Domri Rade. Personally I'd not even bother with the walkers, but if you must play some, make it Domri.

I honestly don't know what there is for werewolf cards that cost 3 or less, but any creature based deck that's trying to swing wide wants to Collected Company for 2 powerhouse cards that have decent enter the battlefield effects, or can swing through or around your opponents creatures.

From what I've read you seem to base a lot of your stuff on god draws that almost never happen. But let's say they did, you discard 2 spirit guides to cast a 3 drop on turn 1. My turn 1 I fetch and fatal push/lightning bolt/path to exile it and boom, you're down to 3 cards in hand while I have 6. On turn 1. There's no coming back from that.

This criticism might seem a bit harsh, but this is assuming you want to optimize your deck, since you want it to be the "Best tier 1 werewolf deck."

Now don't misunderstand me, I love some of the cards you've included and this would make an excellent table top deck or fnm deck. But it is not good enough to take to a major event and place in the top 32. For instance, you say you have removal in the deck, but most of your 'removal' is dependent on your cards transforming or having creatures in play to copy, and most of those are too expensive to matter. Ramp is good and all, but birds almost always dies. Always kill the turn 1 birds is basically a general rule of thumb.

Being tier 1.5 means you can take the deck to a larger event(50+ people) and perform consistently well and place in the top half, not necessarily top 8, but at least in the top half. And for the life of me, I can't figure out how you beat any established deck with your current list.

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Posted 17 January 2018 at 22:08

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Don't try to argue with this guy, it's a lost cause. And yes, he has never played in any competitive tourney and his "playtesting" consists of drawing a few sample hands here on Vault with that bugged draw simulator ... check out his other deck with similar deck title and read the train wreck that the comment section is for reference. All his bragging and claiming about tiers how it should fare in tournaments was basing on his experiences on a local FNM which wasn't even the right format :P We actually assume by now that he has never played a single Modern game under tournament conditions.

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Posted 25 January 2018 at 22:08

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So you comment on your own decks like 10 times so they hit the hotpage. Good job. Feel proud yet?

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Posted 25 January 2018 at 22:54

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I had my Galaxy S7 stolen. And so because of that havent been able to access my account here. And I lost my password, and xouldnt retrieve it, because couldnt access , remember my hotmail, yahoo passwords, and couldnt get the passwords sent to S7 phone number because it stolen.

So because of that, I am Asturonethorius, that posted this, other decks. I have created a new account. If anybody knows how I can get my Asturonethorius password sent to my Gmail email, instead of my hotmail email, it would be appreciated.

To address what Couch Said:

I can see why you have said wgat you said. I agree with some of what you said, and disagree with some of what you said.

Your right that mimic needs to come out. Its just to expensive, slow.

So to speed t up, changes:

2 Phyrexian Metamorphs that cost 3 mana, 2 life. I need to know if Metamorph is 3 or 4 cmc. Its effectively 3 cmc, 2 life. But it might be technically 4 cmc. If 3 cmc, it can be COCO ed.

Thinking of going with 2 mimic vats

Converting the conjurer's closet into a 3rd Simian Spirit guide for 3 birds, 3 spirit guides 6 mana dorks. To ramp out werewolves

Instead of 2 Ulrich and. 2 Silverhearts, which is 2 manyy 5 cmc and a bit slow, I wil run 1 silverheart and 1 ulrich as for 2 finishers
I will convert 1 ulrich and 1 silverheart into 2 coco's collected companies.

As far as the Volley's if you or anyone else has a better suggestion for a direct damage removal spell that better then doing 5 damage to 1 target and 3 damage to another target for 3 mana at instant speed that can do during opponents turn so that I can pass skip turn flip werewolves, then I am all ears.

3 removal spells are needed, so either not going to take out the volleys or will replace the Volleys with 3 other removal spells.

These changes should speed up the deck a bit.

I noticed from playtesting that the deck was a bit too slow.

The reason why I and others say this is one of the better, best werewolf decks concept wise, is that when compared to 90% of the werewolf builds on this and other sites, this werewolf concept build theory etc, is logically game mechanically likely probably better then most other werewolf decks at this, and other sites

. Also this deck has consistently beaten Pro Brian Kibblers werewolf deck that finished in 32 nd place. I know that it was Brian Kibblers werewolf deck because I created almost the same exact werewolf deck that finished in 4th place against Wolf Run Titan and Delver, and got accused of copying Brian Kibblers deck.

Now despite what I am saying about this deck, the reason why your probably right about this deck, is that werewolf decks are tier 1.5 to tier 2 at best, and are often susceptible to removal.

Also werewolves are a betweener tribe that unsuccessfully tries to play fast, and unsuccessfully tries to play midrange, and is not fast enough, and is too small not big enough for midrange, and doesnt have enough control removal to get to midrange late game.

This werewolf concept build tries to get werewolves out fast, and flips fast because of Bandit, and builds towards midgame, late game because of flipping, and because of Ulrich and Silverheart.

That said, if get turn 1,2 werewolves removed, and or if dont get Chord or Coco out, an or if dont last long enough to get finishers out, then toast.

Your right that this deck will dominate, win a FNM. Also right that in a 35 to 75 man tourney at the local gamestore level, city, regional, convention, etc, level it will finish 12th to 23rd place, and wont consistently top 8.

With all the right changes, etc, the werewolf deck would probably semi consistently top 8 at best. And in PTQ, GP, the deck would finish about 40th to 50th place at best inconsistently.

But the deck would be fun, darkhorse, rogue, etc, deck that would gove other decks, all that they can handle in only winning about 49% of games at the very best inconsistently. And even in losing efforts the deck would probably still give decks all that they can handle and just barely lose.

The problem with werewolf decks, is that werewolf decks just barely dont quite have enough to semi consistently get over the hump.

This wetewolf concept build is almost there over the hump, but like other werewolf decks its still just not wuite there yet.

Its still probably as close as can get to being there tho.

Thanks for your comment, suggestion, which have led to making some of your changes, tho not all.

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Posted 08 April 2018 at 00:51

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I had my Galaxy S7 stolen. And so because of that havent been able to access my account here. And I lost my password, and xouldnt retrieve it, because couldnt access , remember my hotmail, yahoo passwords, and couldnt get the passwords sent to S7 phone number because it stolen.

So because of that, I am Asturonethorius, that posted this, other decks. I have created a new account. If anybody knows how I can get my Asturonethorius password sent to my Gmail email, instead of my hotmail email, it would be appreciated.

To address what Couch Said:

I can see why you have said wgat you said. I agree with some of what you said, and disagree with some of what you said.

Your right that mimic needs to come out. Its just to expensive, slow.

So to speed t up, changes:

2 Phyrexian Metamorphs that cost 3 mana, 2 life. I need to know if Metamorph is 3 or 4 cmc. Its effectively 3 cmc, 2 life. But it might be technically 4 cmc. If 3 cmc, it can be COCO ed.

Thinking of going with 2 mimic vats

Converting the conjurer's closet into a 3rd Simian Spirit guide for 3 birds, 3 spirit guides 6 mana dorks. To ramp out werewolves

Instead of 2 Ulrich and. 2 Silverhearts, which is 2 manyy 5 cmc and a bit slow, I wil run 1 silverheart and 1 ulrich as for 2 finishers
I will convert 1 ulrich and 1 silverheart into 2 coco's collected companies.

As far as the Volley's if you or anyone else has a better suggestion for a direct damage removal spell that better then doing 5 damage to 1 target and 3 damage to another target for 3 mana at instant speed that can do during opponents turn so that I can pass skip turn flip werewolves, then I am all ears.

3 removal spells are needed, so either not going to take out the volleys or will replace the Volleys with 3 other removal spells.

These changes should speed up the deck a bit.

I noticed from playtesting that the deck was a bit too slow.

The reason why I and others say this is one of the better, best werewolf decks concept wise, is that when compared to 90% of the werewolf builds on this and other sites, this werewolf concept build theory etc, is logically game mechanically likely probably better then most other werewolf decks at this, and other sites

. Also this deck has consistently beaten Pro Brian Kibblers werewolf deck that finished in 32 nd place. I know that it was Brian Kibblers werewolf deck because I created almost the same exact werewolf deck that finished in 4th place against Wolf Run Titan and Delver, and got accused of copying Brian Kibblers deck.

Now despite what I am saying about this deck, the reason why your probably right about this deck, is that werewolf decks are tier 1.5 to tier 2 at best, and are often susceptible to removal.

Also werewolves are a betweener tribe that unsuccessfully tries to play fast, and unsuccessfully tries to play midrange, and is not fast enough, and is too small not big enough for midrange, and doesnt have enough control removal to get to midrange late game.

This werewolf concept build tries to get werewolves out fast, and flips fast because of Bandit, and builds towards midgame, late game because of flipping, and because of Ulrich and Silverheart.

That said, if get turn 1,2 werewolves removed, and or if dont get Chord or Coco out, an or if dont last long enough to get finishers out, then toast.

Your right that this deck will dominate, win a FNM. Also right that in a 35 to 75 man tourney at the local gamestore level, city, regional, convention, etc, level it will finish 12th to 23rd place, and wont consistently top 8.

With all the right changes, etc, the werewolf deck would probably semi consistently top 8 at best. And in PTQ, GP, the deck would finish about 40th to 50th place at best inconsistently.

But the deck would be fun, darkhorse, rogue, etc, deck that would gove other decks, all that they can handle in only winning about 49% of games at the very best inconsistently. And even in losing efforts the deck would probably still give decks all that they can handle and just barely lose.

The problem with werewolf decks, is that werewolf decks just barely dont quite have enough to semi consistently get over the hump.

This wetewolf concept build is almost there over the hump, but like other werewolf decks its still just not wuite there yet.

Its still probably as close as can get to being there tho.

Thanks for your comment, suggestion, which have led to making some of your changes, tho not all.

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Posted 08 April 2018 at 00:52

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I had my Galaxy S7 stolen. And so because of that havent been able to access my account here. And I lost my password, and xouldnt retrieve it, because couldnt access , remember my hotmail, yahoo passwords, and couldnt get the passwords sent to S7 phone number because it stolen.

So because of that, I am Asturonethorius, that posted this, other decks. I have created a new account. If anybody knows how I can get my Asturonethorius password sent to my Gmail email, instead of my hotmail email, it would be appreciated.

To address what Couch Said:

I can see why you have said wgat you said. I agree with some of what you said, and disagree with some of what you said.

Your right that mimic needs to come out. Its just to expensive, slow.

So to speed t up, changes:

2 Phyrexian Metamorphs that cost 3 mana, 2 life. I need to know if Metamorph is 3 or 4 cmc. Its effectively 3 cmc, 2 life. But it might be technically 4 cmc. If 3 cmc, it can be COCO ed.

Thinking of going with 2 mimic vats

Converting the conjurer's closet into a 3rd Simian Spirit guide for 3 birds, 3 spirit guides 6 mana dorks. To ramp out werewolves

Instead of 2 Ulrich and. 2 Silverhearts, which is 2 manyy 5 cmc and a bit slow, I wil run 1 silverheart and 1 ulrich as for 2 finishers
I will convert 1 ulrich and 1 silverheart into 2 coco's collected companies.

As far as the Volley's if you or anyone else has a better suggestion for a direct damage removal spell that better then doing 5 damage to 1 target and 3 damage to another target for 3 mana at instant speed that can do during opponents turn so that I can pass skip turn flip werewolves, then I am all ears.

3 removal spells are needed, so either not going to take out the volleys or will replace the Volleys with 3 other removal spells.

These changes should speed up the deck a bit.

I noticed from playtesting that the deck was a bit too slow.

The reason why I and others say this is one of the better, best werewolf decks concept wise, is that when compared to 90% of the werewolf builds on this and other sites, this werewolf concept build theory etc, is logically game mechanically likely probably better then most other werewolf decks at this, and other sites

. Also this deck has consistently beaten Pro Brian Kibblers werewolf deck that finished in 32 nd place. I know that it was Brian Kibblers werewolf deck because I created almost the same exact werewolf deck that finished in 4th place against Wolf Run Titan and Delver, and got accused of copying Brian Kibblers deck.

Now despite what I am saying about this deck, the reason why your probably right about this deck, is that werewolf decks are tier 1.5 to tier 2 at best, and are often susceptible to removal.

Also werewolves are a betweener tribe that unsuccessfully tries to play fast, and unsuccessfully tries to play midrange, and is not fast enough, and is too small not big enough for midrange, and doesnt have enough control removal to get to midrange late game.

This werewolf concept build tries to get werewolves out fast, and flips fast because of Bandit, and builds towards midgame, late game because of flipping, and because of Ulrich and Silverheart.

That said, if get turn 1,2 werewolves removed, and or if dont get Chord or Coco out, an or if dont last long enough to get finishers out, then toast.

Your right that this deck will dominate, win a FNM. Also right that in a 35 to 75 man tourney at the local gamestore level, city, regional, convention, etc, level it will finish 12th to 23rd place, and wont consistently top 8.

With all the right changes, etc, the werewolf deck would probably semi consistently top 8 at best. And in PTQ, GP, the deck would finish about 40th to 50th place at best inconsistently.

But the deck would be fun, darkhorse, rogue, etc, deck that would gove other decks, all that they can handle in only winning about 49% of games at the very best inconsistently. And even in losing efforts the deck would probably still give decks all that they can handle and just barely lose.

The problem with werewolf decks, is that werewolf decks just barely dont quite have enough to semi consistently get over the hump.

This wetewolf concept build is almost there over the hump, but like other werewolf decks its still just not wuite there yet.

Its still probably as close as can get to being there tho.

Thanks for your comment, suggestion, which have led to making some of your changes, tho not all.

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Posted 08 April 2018 at 00:53

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Sorry for the accidental multi post of the same post. I clicked the post button 3 times because it didnt seem to be posting the first time I clicked the post button

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Posted 08 April 2018 at 00:56

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I don't think you can do anything about your lost account in that case. It's about authetification, if there was a workaround, I would be able to steal anyone's identity.

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Posted 08 April 2018 at 01:45

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Lightning bolt is infinitely better than brimstone volley. The difference between 1 and 3 mana for a 1 for 1 removal spell in modern may as well be infinite. And if your worried about siege rhino then roast is better. Or flame slash for those wall of omens. But brimstone volley is too costly to play.
Also, I never said this would dominate an fnm. If it is, your local meta is not very competitive.

Basically you're trying to do what coco humans is doing but worse.

Like I said, this may seem harsh. But I do like seeing homebrew decks, however I like seeing those homebrews optimized for what they're trying to accomplish, and there is just nothing I can offer on how to optimize this deck. Maybe if it was faeries or elementals I could offer some actually constructive criticism, but not o, werewolves.

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Posted 08 April 2018 at 12:54

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So got my password to work. Swear I tried this password over and over without it working, so dont know why its working now all of a sudden, thats why I had to make a new account.

Couch I dont think your being too harsh at all.

At best Werewolves is somewhere between tier 1.5 to tier 2, with the potential for better IF with the RIGHT BUILD, AND IF get either 1,2,3 better werewolves, 1,2,3 better enchantments, artifacts, planeswalkers, better instant speed removal, better protection from removal board wipe, that would help.

At best with Red Green barely splash blue, with 4 birds, 3 Mayor 3 Daybreak Ranger 2, 3 huntmaster 2,3 Instigator Gang, 2,3 Immerwolf 2,3 Phyrexian Metamorph, 2,3 Green Sun Zenith, 2,3 Garruk Relentless 3 full Moon's Rise, 3 Moon Mist 3 Volley: I didnt copy this deck from pro Brian Kibbler. Its just coincedence that me, brian Kibbler made the same exact deck. Brian Kibbler finished in 16th to 32 place in standard Format Pro GP/World Championship, out of about 100 to 250 to 500 players.

I stomped Delver, Wolf Run Titan and other top decks in 1 of the Most Competitive FNM's, against the netdecking of top decks, against lical, gamestore, city, convention, etc. Its best finish for me was a special event local open tournament with about 85 to 93 players, with some of tge most toughest top decks, with some of the toughest players, about 1 to 3 of which are high ranked, compete in PTQ. Against that I finished in 4th place with this deck in standard, after about 3,4,5 to 5,6,7 rounds, 3 games per round. The deck wasnt cheap, and cost about $365 at the time to make.

That's the deck that this deck keeps on beating

Now I know this is a modern format deck beating a standard format deck, so not a true comparison, but still.

But thats the best werewolves have done. Between Tier 1 and tier 1.5 to tier 2 at best

Like I said this deck is a bit slow, especially against the top decks, best players, toughest, highest tournament levels.

Even if I were to build it perfectly, I am not sure I would want to take, play this at a PTQ, etc

But compared to ALMOST ALL the other werewolf decks on this and other sites, this is 1 of the better, best, top werewolf deck builds, amongst, then about 83% to 93% of the werewolf on this and other sites. I have seen, playtested, a lot of other werewolf decks, on this, other sites, and they are not good and not as good as this deck.

As far as your alternatives for direct damage removal:

Here is what I need:

1. Able to remove up to x/5 creatures

2. Able to remove 2 creatures instead of 1 which can be crucial to getting werewolves thru to deal big damage, or to prevent big damage.

3. INSTANT SPEED so that I can pass/Skip turn FLIP werewolves, then DURING OPPONENTS TURN Cast Direct damage removal spell

4. Do damage to opponent, as that combined with werewolf attacks can finish off opponents

Now all that by Volley is worth the 3 mana

Is 3 mana to much? Maybe, might, maybe even probably so

But is there anything else that can do all that what Volley does, for cheaper, 1,2 mana? I dont know, and I dont think so.

If only there was a 2 mana spell exactly like Volley, or if only Flame slash could do 5 damage instead of 4, and could target creature or player for 1,2 red.

So what does Roast do?

Anyways thanks for the help, comment

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Posted 10 April 2018 at 08:43

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So got my password to work. Swear I tried this password over and over without it working, so dont know why its working now all of a sudden, thats why I had to make a new account.

Couch I dont think your being too harsh at all.

At best Werewolves is somewhere between tier 1.5 to tier 2, with the potential for better IF with the RIGHT BUILD, AND IF get either 1,2,3 better werewolves, 1,2,3 better enchantments, artifacts, planeswalkers, better instant speed removal, better protection from removal board wipe, that would help.

At best with Red Green barely splash blue, with 4 birds, 3 Mayor 3 Daybreak Ranger 2, 3 huntmaster 2,3 Instigator Gang, 2,3 Immerwolf 2,3 Phyrexian Metamorph, 2,3 Green Sun Zenith, 2,3 Garruk Relentless 3 full Moon's Rise, 3 Moon Mist 3 Volley: I didnt copy this deck from pro Brian Kibbler. Its just coincedence that me, brian Kibbler made the same exact deck. Brian Kibbler finished in 16th to 32 place in standard Format Pro GP/World Championship, out of about 100 to 250 to 500 players.

I stomped Delver, Wolf Run Titan and other top decks in 1 of the Most Competitive FNM's, against the netdecking of top decks, against lical, gamestore, city, convention, etc. Its best finish for me was a special event local open tournament with about 85 to 93 players, with some of tge most toughest top decks, with some of the toughest players, about 1 to 3 of which are high ranked, compete in PTQ. Against that I finished in 4th place with this deck in standard, after about 3,4,5 to 5,6,7 rounds, 3 games per round. The deck wasnt cheap, and cost about $365 at the time to make.

That's the deck that this deck keeps on beating

Now I know this is a modern format deck beating a standard format deck, so not a true comparison, but still.

But thats the best werewolves have done. Between Tier 1 and tier 1.5 to tier 2 at best

Like I said this deck is a bit slow, especially against the top decks, best players, toughest, highest tournament levels.

Even if I were to build it perfectly, I am not sure I would want to take, play this at a PTQ, etc

But compared to ALMOST ALL the other werewolf decks on this and other sites, this is 1 of the better, best, top werewolf deck builds, amongst, then about 83% to 93% of the werewolf on this and other sites. I have seen, playtested, a lot of other werewolf decks, on this, other sites, and they are not good and not as good as this deck.

As far as your alternatives for direct damage removal:

Here is what I need:

1. Able to remove up to x/5 creatures

2. Able to remove 2 creatures instead of 1 which can be crucial to getting werewolves thru to deal big damage, or to prevent big damage.

3. INSTANT SPEED so that I can pass/Skip turn FLIP werewolves, then DURING OPPONENTS TURN Cast Direct damage removal spell

4. Do damage to opponent, as that combined with werewolf attacks can finish off opponents

Now all that by Volley is worth the 3 mana

Is 3 mana to much? Maybe, might, maybe even probably so

But is there anything else that can do all that what Volley does, for cheaper, 1,2 mana? I dont know, and I dont think so.

If only there was a 2 mana spell exactly like Volley, or if only Flame slash could do 5 damage instead of 4, and could target creature or player for 1,2 red.

So what does Roast do?

Anyways thanks for the help, comment

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Posted 10 April 2018 at 08:44

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So got my password to work. Swear I tried this password over and over without it working, so dont know why its working now all of a sudden, thats why I had to make a new account.

Couch I dont think your being too harsh at all.

At best Werewolves is somewhere between tier 1.5 to tier 2, with the potential for better IF with the RIGHT BUILD, AND IF get either 1,2,3 better werewolves, 1,2,3 better enchantments, artifacts, planeswalkers, better instant speed removal, better protection from removal board wipe, that would help.

At best with Red Green barely splash blue, with 4 birds, 3 Mayor 3 Daybreak Ranger 2, 3 huntmaster 2,3 Instigator Gang, 2,3 Immerwolf 2,3 Phyrexian Metamorph, 2,3 Green Sun Zenith, 2,3 Garruk Relentless 3 full Moon's Rise, 3 Moon Mist 3 Volley: I didnt copy this deck from pro Brian Kibbler. Its just coincedence that me, brian Kibbler made the same exact deck. Brian Kibbler finished in 16th to 32 place in standard Format Pro GP/World Championship, out of about 100 to 250 to 500 players.

I stomped Delver, Wolf Run Titan and other top decks in 1 of the Most Competitive FNM's, against the netdecking of top decks, against lical, gamestore, city, convention, etc. Its best finish for me was a special event local open tournament with about 85 to 93 players, with some of tge most toughest top decks, with some of the toughest players, about 1 to 3 of which are high ranked, compete in PTQ. Against that I finished in 4th place with this deck in standard, after about 3,4,5 to 5,6,7 rounds, 3 games per round. The deck wasnt cheap, and cost about $365 at the time to make.

That's the deck that this deck keeps on beating

Now I know this is a modern format deck beating a standard format deck, so not a true comparison, but still.

But thats the best werewolves have done. Between Tier 1 and tier 1.5 to tier 2 at best

Like I said this deck is a bit slow, especially against the top decks, best players, toughest, highest tournament levels.

Even if I were to build it perfectly, I am not sure I would want to take, play this at a PTQ, etc

But compared to ALMOST ALL the other werewolf decks on this and other sites, this is 1 of the better, best, top werewolf deck builds, amongst, then about 83% to 93% of the werewolf on this and other sites. I have seen, playtested, a lot of other werewolf decks, on this, other sites, and they are not good and not as good as this deck.

As far as your alternatives for direct damage removal:

Here is what I need:

1. Able to remove up to x/5 creatures

2. Able to remove 2 creatures instead of 1 which can be crucial to getting werewolves thru to deal big damage, or to prevent big damage.

3. INSTANT SPEED so that I can pass/Skip turn FLIP werewolves, then DURING OPPONENTS TURN Cast Direct damage removal spell

4. Do damage to opponent, as that combined with werewolf attacks can finish off opponents

Now all that by Volley is worth the 3 mana

Is 3 mana to much? Maybe, might, maybe even probably so

But is there anything else that can do all that what Volley does, for cheaper, 1,2 mana? I dont know, and I dont think so.

If only there was a 2 mana spell exactly like Volley, or if only Flame slash could do 5 damage instead of 4, and could target creature or player for 1,2 red.

So what does Roast do?

Anyways thanks for the help, comment

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Posted 10 April 2018 at 08:44

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Sorry for the multi post again but my smartphone is making it real easy to accidently misclick the button and accidently nulti post

Also couch whats your reasoning on Domri Rade over Kord an Garruk? Is it the card advantage, fight ability? I really like Kords abiluty as welll. And Garruk can do 3 damage, remove a smaller creature, can put out deathtouchers, and most importantly seaech for any creature.

Having all 3 where all 3 walkers have needed abilities and where any of the 3 walkers can screw opponent, is like havibg a 3 of instead of a 1 of where any one of the 1 of's is helpful, screw opponents, and where aby one of the 3 1 ofs as a 3 of is likely to come out, be helpful, screw opponent.

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Posted 10 April 2018 at 08:59

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Ok I know deck is at 69 cards, but the deck still works really good, and not going to go higher then 69 cards.

I also decided to maximize creature removal with 3 Lightning Axe to replace Volley, and cheaper 1 cmc mana cost, to go with 2 Rangers, 2 Huntmasters, 2 Ulrichs, 2 Domri Rade, And I have decided to maximize Fighting with 2 Daybreak Rangers, 2 Ulrich's, 2 Domri Rade.

And I decide to maximize pumping with 2 Instigator Gangs, to go along with 2 Full Moons Rise, 3 Mayor's, 2 Ulrichs, 2 Silverhearts, Kessig Wolf Run, 2 Immerwolf.

I added Rogues passage to help get a big stompy wolf or werewolf through.

So I decided to go with a semi aggro to semi blitz to semi Midrange to semi Late game lots of creatures deck.

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Posted 18 June 2018 at 05:05

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Ok I know deck is at 69 cards-----its ok deck past 60 to 69 or 65 give it room flex sum unused cards

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Posted 22 October 2021 at 16:02

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