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This is an update of my old werewolf deck. I removed a lot of the werewolves with no real abilities in favor of those that do because of the creature-focus of this kind of deck.
It's important to get cards like Mayor of Avabruk and Geier Reach Bandit out as soon as possible to support the other werewolves. Keep pressing the attack, and don't be afraid to sacrifice Full Moon's Rise to regenerate your werewolves.Also, take a turn every so often without casting a spell to ensure your werewolves are a their peak.
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Awesome I'm going to have to try this I think I have most of the cards to build this deck!
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Hope it works out for you.
I guess that these are the cards available to you, or is there any other reason that you're using most of the werewolf's only as 1-offs?GreetingsMuktol
Variation and diversity. Important cards like Mayor of Avabruk got multiples, but otherwise I wanted a nice spread without going to heavy in any one way.
Normally each card in your deck should be important for your strategy. Variation and spread vs. continuity and stable play. Also you're using some cards that are situational and should be put into the sideboard rather than mainboardI would sideboard/ remove:Afflicted Deserter ...against decks that use ArtifactsDaybreak Ranger ... use against decks with flying creatures. If you get your werewolf's transformed then the game should be over rather quickly and one removal more ore less won't make the differenceHermit of the Natterknolls ...use against control, each other deck will simply play it's removal on it's own turn. Sage of Ancient Lore ...needs some support via carddraw. Ulvenwald Mystics ...there are better werewolf's out there. If you want to have some even variation try to build a commander deck with werewolves.
Hey Muktol! That's a great idea! Commander? Yeah!