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Here's my recommendation list Danielle. Pick what you like, I'm just throwing ideas out there.Garruk RelentlessArlinn KordHowlpack ResurgenceKessig CagebreakersMaster of the Wild HuntRaised by WolvesWolfbriar ElementalWolfcaller's HowlWren's Run PackmasterFull Moon's RiseCult of the Waxing MoonWrecking OgreViashino ShanktailSkarrg GoliathRubblehulkPyrewild ShamanElvish BardGolgari DecoyNath's EliteNoble QuarryPrized UnicornShinen of Life's RoarTaunting ElfReclamation SageAcidic SlimeConjurer's ClosetCommand TowerGruul TurfHaunted FengrafKessig Wolf RunLlanowar RebornMosswort BridgeOpal PalaceOran-Rief, the VastwoodRogue's PassageShinka, the Bloodsoaked keepSkarrg, the Rage PitsTerrain GeneratorThespian's StageI would include as many "Investigate" cards as you can. For the draw.My recommendation for your card count is:35 Land12-15 Mana ramp10 Card draw (there may be some overlap on ramp and card draw)3-4 Artifact/Enchantment destruction (in creature form obviously)3-4 Decoys8-10 Bloodrush30 wolves/werewolves (give or take)And throw in a few others for spice if you can fit them. (the conjurer's Closet would be great in this deck)This is just a rough outline to give you an idea on how to balance your ratios.
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The idea and build of this deck is pretty solid but maybe u should look for stronger werewolfs if u can make a clean up with moonmist or the isochron scepter u can deal a lot of damage to the opponent next turn and the land destruction should make that possible. I think Instigator Gang is a nice card to at or kruin outlaw
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I wanted to add the Kruin Outlaw, but I was running into deck size issues, so I opted to remove him and added anther Mondronen and Huntmaster. The Huntmaster is by far the best werewolf in there. Mainly because he has benefits for transforming in either direction. Mondronen helps dissuade opponents from playing too many spells. The only issue I see with adding a couple of Instigator Gangs is their mana cost. My hope was to keep my creatures really low mana cost so I could put out lots of them then transform them and deal heavy damage early to mid game, because I would have a lot more creatures than my opponent. If I added the Gangs it would make the deck a little heavier than I had hoped. On the other hand, they might add enough power to make them worth it. I'll mess with them for a bit and see how the sample draw looks. Thanks for the suggestion!
Wow...I feel a little stupid. I just realized that Immerwolf prevents "non-human werewolves from transforming". I thought nothing of that ability because all my werewolves are human. But that's only while they are in human form, once they transform into their werewolf form none of them have the human creature type anymore. Hence, they will not be able to transform back into a human until immerwolf is removed from the battlefield. That makes him so much better and my deck so much stronger. Time to make sure I have a full play set.
Right i wasn't sure if that would work but uhm well Immerwolf is a must then :) . I saw u added some cards :) but maybe u should remove some of the acid moss because u already got 4 lands when u play that card and it has land removal and searching for a forest wich is not bad but atm u have to many cards above 3 mana plus you got 75 cards so i suggest removing that one or putting it in the sideboard also u should think about wreak havoc maybe that card in the sideboard as well and put it in when u are playing against a deck with annoying artifacts.U should look at the land destroy cards because it costs 3 mana and will just prevent your opponent for getting fatter cards on the table. Remove some of them and maybe at some prey upons for if you are up against a flying deck plus it also got a bit of removal.
I want to keep the Acid-Moss and Wreak Havoc. I tested the sample draw and calculated where I would be by turn ten. That is, how many creatures I would have, how much mana would be available and how many lands I would have burned. With my current deck stats I would, burn an average of five land, have an average of six creatures and an average of eight mana available by turn ten. Wreak Havoc was not intended for artifact destruction I would use it for burning land. The reason I chose it instead of one of the cheaper land burns is because it can't be countered. The Acid-Moss really helps ramp up the land which makes it easier to play lots of creatures mid game. I thought about Prey Upon, but opted against it because I put in DayBreak Ranger. His transformed ability is essentially the same thing. Now, I am considering the possibility of removing Dosan and replacing him with a couple more Rangers. The problem with that is Dosan also has anti countering and anti aggressive properties. Anyone wanting to maximize what little mana they have by using it to play spells on my turn will be brought up short. And counters will be completely useless. I am ok with it being a 75 card deck. It was pushing 80 before which is a bit much. I have never had much success with 60 card decks, they seem too inflexible, but that's probably just me. Thanks for the pointers! If I hadn't been messing with those Gangs I probably wouldn't have noticed for a long time what the Immerwolf actually does.