Start typing a card name and use the auto-complete feature to quickly select the card you're trying to add. Enter a quantity and add that card to your sideboard!
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.
This deck has been viewed 856 times.
NOTE: Set by owner when deck was made.
with immerwolf on the board huntsmaster wont transform for his big game, take a look at my deck (still in progress) http://www.mtgvault.com/iluc051207/decks/werewolf/ - just for ideas tho, maybe something will pop into mind.kessig wolf run for sure, love that trample
Permalink
ty bro it sure gave me an idear!
Some suggestions based on my G/R werewolf deck (http://www.mtgvault.com/muktol/decks/rg-tribal-werewolfs/) and my G/R pauper werewolf deck (http://www.mtgvault.com/muktol/decks/rg-pauper-werewolfs/)Sideboard "Daybreak Ranger"...I'm personally no big fan of this card because removal is good but werewolf all have trample (when "Full Moon's Rise" is on the field") and tend to finish things rather fast and hard-hitting. Until now I didn't stumble upon a creature that needed to be removes when my cards where transformed into werewolf's. Remove "Hanweir Watchkeep"..."Kruin Outlaw" is the better card. - 2-4 "Huntmaster of the Fells"...like iluc051207 already said "Immerwolf" and the Huntsmaster have a little anti-synergy. + 1-2 "Kruin Outlaw"...best finisher you can get. +2 "Reckless Waif"...if there is any better cc1 card for werewolf's I don't know it's name. -2 "Scorned Villager" ...Again a personal thing. The more mana you have the more spells you will want to cast. Normally that's exactly the thing we want to achive with decks but werewolf's tend to run a little different. Some further suggestion:"Dynacharge" ...+2/+0 for one of your creatures or, if you play it for cc3 for ALL your creatures"Rancor" ... +2/+0 and trample for one of your creatures and this enchantment is really hard to get rid of. "Ghor-Clan Rampager" ... +4/+4 and trample for a single creature. Activating this ability (!) doesn't count for the 2 spell limit"Searing Blaze" ... 1 damage to a player and 1 damage to a creature. 3 damage instead if something died this turn. So you can do damage to your opponent and also remove one of his creatures. "Vines of Vastwood" ... Hexproof for one creature (You can also target one of your opponent's creatures to e.g. 'counter' an enchantment he want's to play on that creature), when kicked the creature also get's +4/+4"Ranger's Guile" ... Hexproof and +1/+1 for a single creatureGreetingsMuktol
Ty bro it sure helped!