dobledanger

28 Decks, 240 Comments, 22 Reputation

Oh yea you already did. XD

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Posted 26 February 2012 at 22:05 in reply to #236766 on Beware the Wolfpack

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Pretty good deck, You choose good werewolves for this deck. You may want to consider swapping wild hunger for mutagenic growth. You already have evasion and trample in this deck, and mutagenic growth is 1 phyrexia mana. Even if you're out of mana you can still have a combat trick. This deck says it's 62, so you may want to take out 2 more cards. Imo, the sowrds and full moon's rise are the cards I would consider taking out, but that's up to you. Can you check out my werewolf deck? Thanks.
http://www.mtgvault.com/ViewDeck.aspx?DeckID=291645

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Posted 24 February 2012 at 03:49 as a comment on Beware the Wolfpack

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Heres the cards I think would fit better for your deck
-4 khalni heart expedition
+4 Quest for the gemblades
You can invest less mana into your hydra and still get a big hydra with this card.
-2 contaigon engine (or inexorable tide)
-2 phyrexian hydra
+4 Birds of Paradise
You have a lot of proliferate already for high mana costs, so taking out 2 too shouldn't hurt, and phyrexian hydra can't use proliferate since you add -1/-1 counters to it. I've think haveing 8 mana dorks is a good fit so you have a good chance to play a one mana creature on your first turn.

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Posted 13 February 2012 at 00:31 as a comment on Hail Hydra

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reckless waif is the exception for not using vanilla werewolves. A potential 3/2 on turn 2 is always great. :)

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Posted 06 February 2012 at 21:45 in reply to #232775 on Wolf And Werewolf Deck

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As as I've seen with werewolves there are two styles: Pure aggro with Immerwolf and aggro-control with Huntmaster. My werewolf deck is more agro-control While the other person that commented on my link leans more towards pure aggro. Whichever route you choose, avoid using the vanilla werewolves. and IMO the staple cards for werewolves are Kruin and Mayor, so a playset for these cards are necessary.

Here's my deck: http://www.mtgvault.com/ViewDeck.aspx?DeckID=291645

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Posted 06 February 2012 at 21:44 as a comment on Wolf And Werewolf Deck

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Now that the new set is out, reckless waif and gastaf shepard have lost some of their luster in comparison to the other werewolves you have with the same converted mana cost. I would take those cards out for 4 birds of paradise (most of your cards are 3-4 cmc, so even playing birds on turn one will make your deck even faster.) and possibly either another kruin and wolfbitten, or possibly 2 mondroren shaman (you already have immerwolf, so this would constantly burn your opponent.) Another idea would be a way to add hexproof into this deck because Immerwolf will get poped once it hit's the field.

Other than those 2 cards, I like it.

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Posted 06 February 2012 at 16:41 as a comment on The Furor of the Bitten V2.0

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A hydra deck will be fine with 10-12 hydras. You need other cards to support them.

I have a hydra deck too. It's a good start to know what support you need for hydras and than you can go from there.

http://www.mtgvault.com/ViewDeck.aspx?DeckID=275869

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Posted 27 January 2012 at 21:27 as a comment on Hydra

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I like this deck, it's a different approach towards werewolves. For this deck I would suggest to add some dual lands to splash in blue, so you don't always have to pay the life cost.. I would also take out the shocks for 2 more beast within and another prey upon. the shocks are only useful for weak creatures, while beast within and prey upon can take out bigger threats. I think that makes up for not hitting the player directly. Hope this helps. :)

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Posted 23 January 2012 at 05:00 as a comment on The Furor of The Bitten V1.0

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Thanks for commenting on my deck. This deck looks pretty good, and heres my .02 cents on what to change.
-2 village iron smith (this card by itself is not very strong, the first strike is nice, but it doesn help supprort the other werewolves.)
+2 mayor of avabruck ( If you can get 2 more of these that would really help this deck. being abblt to buff up your entire deck is really necessary for werewolves since they are only 1/1s or 2/2's.)
-2 ulvenwad mystics (it's the same reason as iron smith, regenerate for a 5/5 is nice, but it doesn't support your other werewolves.)
+2 instigator gang (this is a great finisher for this deck, it gives all of your attacking creatures that little bit of damage they need to win the game.)
-3 goblin war pant (usually for werewolves it's better to attack when they are transformed, so giving them hase would not help them that much, as for the buff, colossal might is a better choice.)
+2 colossal might (It's always handy to have combat trick cards like this, werewolves are good for surprise attacks and this card helps them with it, so having would help a lot.)
+1 kurin (She and the mayor are the main cards for the werewolf deck. the evasion she gives is essential for an aggro deck like this. since she's only 3 mana, she won't hurt your curve either.)

Sorry for the long post, but I hope this helps! :)

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Posted 23 January 2012 at 04:53 as a comment on warwolves

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I would definentaly put in daybreak ranger over prey upon once you get more, since it has prey upon built in it. I have found that using his ability is a little hard though, unless you willing to skip a turn just to use his ability, but nontheless it has saved me a few times.

I'm iffy about mutagenic growth; it serves as a nice combat trick and works well with daybreak ranger, but I'm not sure if that would be a strong enough reason to keep it. I use Green Sun Zenith in my deck to pull out mayors to buff my creatures, so they're usually strong enough to use the ability without the combat trick, and kurin should help with getting most of your creatures through unharmed. You have instigator too, so that +3 should help for that extra bit of damage to win the game. If you see mutagenic growth as a dead card for the most part, then I would switch, otherwise I would keep it in. hope this helps! :)

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Posted 23 January 2012 at 04:38 in reply to #228786 on Modern Werewolves?

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It seems like a solid deck, but I would take out lightning bolt since it's not standard and add 2 prey upon. An amazing card for this deck would be beast within. that way you don't have to consider using a spell slot for creature or artifact/enchantment removal. You could probably take out the ulvenwad mystics and feral ridgewolf for it.

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Posted 18 January 2012 at 23:02 as a comment on Modern Werewolves?

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heres my advice
-2 call to the grace (this is too slow, unless you're playing mutiplayer, plus they can decide what creature they want to sack.)
+1 go for the throat
+1 distress
-2 disentomb (ghoulcallers chant is strictly better for a zombie tribal deck)
+2 ghoulcallers chant
-2 bump in the night (not really that useful for this deck, plus you can't flashback it)
+2 distress

Another creature you may consider using is Skinrender. he is a solid 3/3 for 4 that gives a creture 3 -1/-1 counters. whats better is that if it dies, you can put it back into your hand and play it again. Can you check out my zombie deck and comment on it? Thank you.

http://www.mtgvault.com/ViewDeck.aspx?DeckID=265106

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Posted 15 January 2012 at 03:46 as a comment on Standard zombies!

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this deck looks good, but theres some cards I would take out. Here are my suggestions
2 adaptive automation (this is only good when you have a token deck, and wolves don't do that. I'll show you another card to use if you need another lord creature)
1 garruk (Garruk doesn't fit here to well either, this isn't a token deck so his 0 2/2 wolves will only be average. his 3 damage is ok, but you have daybreak rangers which could exceed his ability. his transformation is fairly hard to do if the opponent uses attacking creatures and near impossible agaisnt a burn dec. his transformed wolves are good, I will suggest a card to replace to use the tutor ability, and his ultimate is already utilized by instigator gang so he is redundant in this deck imo.)
3 bramblecrush- (youre paying 4 mana for a sorcery speed non-creature removal. if you want to remove enchantments or artifacts, naturalize would be a btter choice)
1 full moon's rise- (3 is a good number, having 4 could slow down this deck.)

Here are the cards I think would work better for this deck.
4-green sun's zenith (this is a really good card for werewolves. for 3 mana, instead of playing a automation, you can search your deck for the mayor and play it instead. this provides you 4 ways to pull out the mayor (this main purpose would be to play mayor, but you could play your other green creatures too.) it's a better tutor than garruk for a better lord that adaptive automation.)
3-beast within (this is far better than bramblecrush since its an instant, is cheaper, and can target anything. you should be able to deal with the 3/3 and if you need to you can destroy something of your own to get the 3/3 )

this in't as important, but you could also swap 2 gastaf shepards for 2 blasphemous acts for the blasphemous act/full moon rise combo. one sided board wipes is almost a guaranteed game winner. if not, board wipes are always good in case you're about to lose. can you check out my deck and

comment on it? thank you
http://www.mtgvault.com/ViewDeck.aspx?DeckID=263872


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Posted 06 January 2012 at 01:47 as a comment on Werewolves

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The Triumph of hordes is actually a sneaky card to put in. It's a great way to counter life gain decks, plues its cheaper to cast then overrun.

Heres my suggestions
-3 ancient grudge (sideboard)
-3 shock (there are better 1 mana burn cards to use. for 2 mana, you can use arc trail or incenerate which are a lot better imo,)
-3 prey upon (its a good card, but you may want to try daybreak ranger to since it has prey upons ability built in, not to sure which would be better though for this deck.)

cards to add
+3 beast within (it works as a pop spell, naturalize, or destroy a land. the 3/3 can be delt with fairly easily)
+3 incenerate (arc trail if you plan to go agaisnt swarm decks)
+3 daybreak ranger (reason listed above), or +1 incenerate (arc trail), +1 beast within, and +! gatstaf shepard. (having a full playset of your burn and popspells are always good, and gatstaf would help with its evasion ability)

If you could please check out my deck I would appreciate it.

http://www.mtgvault.com/ViewDeck.aspx?DeckID=263872

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Posted 24 December 2011 at 08:34 as a comment on Werewolf - Wolf run

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I agree with Zahry, 4 instigators is a little to much. You only need one on the field to win the game, so haveing 4 is unneccesary. heres some other cars I would also suggest taking out and replacing.

-2 instigator gang
-2 beast within
-2 gatstaf shepard
-1 full moon's rise

Some cards to add
4 birds of paradise
1 brimstone volley (or dismember, but I would do brimstone since you would almost aways pay 4 life for dismember)
2 sword of feast and famine

If you can, could you take a look at my deck and give me some feedback? Thank you.

http://www.mtgvault.com/ViewDeck.aspx?DeckID=263872

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Posted 24 November 2011 at 18:43 as a comment on Werewolves Finish.Take3

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This seems like a good deck. here are my suggesstions.

Cards to take out
-2 gatstaf shepard (with kruin, you shouldn't have a major problem with getting your attacks through.)
-3 grim lavamancer (this is a good card, but your cards, other than your spells, are not meant to go to the graveyard. This wouldn't be the best card to use in this deck since it's style is more tribal and there are other cards that can help make the deck more aggressive. If you wanted a creature to take advantage of the graveyard, than kessig cagebreakers would fit with the theme more.)
-2 beast within (This from my experience, but the 3/3 creature is always on par with werewolves, or stronger if you haven't transformed them. thats a problem if they just make it attack your creatures since they have nothing to lose. I would sideboard these in case if there is a creature that needs to instantly be taken care of.)

Cards to add
+4 birds of paradise (this is always a good 1st turn play. the bird also has flying, so its still useful late game too because of instigator gang or with kessig wolf run.)
+1 primeval titan (it's always nice to have 2 of the same kind. if you really want more mana ramp, then having at least a second titan should help out. plus its a 6/6 tramper.)
+2 green sun zenith (searching for the mayor is very helpful in early/mid game, and you can always search for primeval titan later game. If you're desperate you can search for a bird for mana ramp/fixing)

Hope these suggestions help. If you can would you take a ook at my werewolf deck. I need some feedback. Thanks

http://www.mtgvault.com/ViewDeck.aspx?DeckID=263872

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Posted 24 November 2011 at 18:28 as a comment on R/G Wrath of the night pack vol.2

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I would replace dragon fodder for kuldotha rebirth so you can get more use out of your artifacts. I would also take out crucible fire for geosurge too

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Posted 18 August 2011 at 04:05 as a comment on Sun's Dragons

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This looks like a really fun deck to play. heres some suggestions.
I would take out Scourge of the Noblilis for Cloudstone Curio. the curio would help play your one mana spirit spells more frequently on the same turn, adding more ki counters for your other spirits. I would also think about replacing Figure of Destiny for another one mana spirit creature, so that you have plenty of one mana spirits, but you'll have to playtest that to see if it's neccessary.

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Posted 18 August 2011 at 03:34 as a comment on Glitterfang

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My first deck I ever made on my own was a hydra deck. It's still my favorite deck.

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Posted 16 August 2011 at 03:43 in reply to #192672 on Leviathans

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Like your deck, its more defensive than my leviiathan deck. the two main cards I would suggest is taking out either counterspell or ponder for condescend. It may not do the job as effectivly as either card seperatly, but since your deck is more about defense in the beginning, it can serve as a great two-for-one spell.

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Posted 16 August 2011 at 03:37 as a comment on Kraken deck

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