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Getting close to finishing the deck. I have a play set of Daybreak Ranger but not sure what to take out for a few of them. No ramp which I really don't like but again not sure if it even needs it. Any advise would be great thanks.
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Reckless waif and mayor should be 4. No need for 4 scorned villager. Slice in twain not needed main deck. Put that in the sideboard. Beast within also not needed. Neither is titanic growth. Might want to put in dismember for removal. The 4 life is definitely worth it. Other then that, it looks like a fun deck to play
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Thanks a for the suggestions, has me brewing.
I would like to recomend 2-4 Triumph of the Horde. Werewolf's with trample and infect are a nice combo!
hi thanks for comments on my w/wolf deck, sorry for slow reply, check my answers as i thik it displays my thoughts on w/wolf decks in general and so on this deck. well done on this its good biggest advice i can give from experiance and my deck developing is that brimstone volley is just to slow 3 c/cost means its your whole go and as you have to cast it in there go usualy to avoid playing an extra spell in yours your forced to chomp for morbid even if you dot want to, shocks or bolts are better, i had fears of not being able to remove big creatures but if you deal with the early threats through shock like cards then your wolf will provide a bigger threat than anything they put out and force them to stay at home anyway so big creature removal is ot nessarsary, (not everytime granted but more often than not) with the new D.A werewolf i feel that the best pressure is applied through your own creatures, and the glory of the mayors instigator gangs, and wolfbitten captives is they still apply pressure in human form. other than that with the green mana available from scorned villager you can change 2 or 3 forest for mountains and go 4 kruin outlaws, if they dont deal with that they are dead ad a 2/2 1st strike is still good, i'd add x4 scorned villagers as they mean you may well be casting the bigger wolfs a go earlier such as the huntmaster, also his ability in human form bringing in wolf is awsome with mayor of avabruck's as they grow so big, so you could poss drop some immerwolf's, they work well with the shaman though i grant you, but they'll need to cast 2 spells to turn the shamen back anyway so he's effective without, hope i helped you asked after all lol, btw really appreciate the comments left on my deck thanks, and regardless this is a good build, well done.
if your running wolfs run you could poss drop some wild hungers as you have your trample also yo cant cast more than 1 instant a turn incase you transform back so more creatures may work better :-)
Thanks for your comments, I agree with most of your points as them being the problem areas. Wild Hunger and Kessig Wolf Run are redundant and Brimstone volley isn't as good as lightning bolt but I I'm not keen on Shock. Brimstone Volley is more of a legal blow card. So I'm thinking drop it to 2 and either drop kessig wolf and wild hunger to 3 total not 6 and then incorporate shock i think. Looking at the front page werewolf post I'm liking the ramp incorporated into the deck.
not a bad werewolf deck check out my deck http://www.mtgvault.com/ViewDeck.aspx?DeckID=309509
Play tested this deck vs mono-black infect deck during downtime at a draft last night and it got smoked. Infect is coming back. I didn't sideboard anything but in a tournament against infect I'd put as much burn and removal as possible, so add Beasts, Slags and Veils for Wild Hunger and werewolves. Thanks for the likes but I still don't think I'd take it to a tournament. Tournament quality I think will need to add some sort of ramp, otherwise it is very susceptible to anything quick, burn or infect.
Good Idea, however I would replace wolf bitten captives for Reckless Waif. Also I would remove wild hunger, Shock, Brinstone valley, and Incinerate for hunger of the howl pack, Alpha Brawl, and ulvewald mistics. Sorry for any miss spellings