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i dont like full moons rise, its slow, with w/wolfs the most effective way of transforming is not to play a spell (unless of course you have a moomist) and you certainly dont want to play 2 spells so casting a none creature spell which neither puts on any pressure or a none instant spell (i.e not in your go) dosn't seem to make sence to me, also there is so much removal around in good constructed that the rise i dont feel offers adequate protection, all that will happen they'll shoot a wolf, you'll sac it then they'll play another removal, so you trade an entire go casting full moons rise to eat up x1 extra removal spell. now with the dark ascesion additions werewolfs are a load better i have tried to make a deck that is of course better in transformed form but can also apply pressure when in human form concetrating on cards that boost other creatures, mayor's, instigator gangs etc or that can be pumped themselves wolfbitten captive. scorned villager also meas your casting your big wolfs earlier and so the deck has evolved as more creature heavy than my 1st w/wolf effort especially with the huntmaster and the mondrenen shaman capable of doing damage in the place of spells.
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I know there is a way to make a werewolf deck really good, just haven't figured it out. Is this for modern? I have a standard that I've been working on. I really want to have some red spells in there like incinerate, gut shot, galvanic blast, slagstorm, whipflare, something to be more effective and more competative all around. http://www.mtgvault.com/ViewDeck.aspx?DeckID=308090 If yours is for modern let me know. Dual lands? Kessig Wolf Run? Also I like curshing vines, beast within is also a good option for 2{G}. Increasing savagery is awesome too, would like to fit that one in but I went with mutagenic growth and titanic growth hoping that i get them turn 2 and 3 and get the early hurt using Wolfbitten Captive and Reckless Waif.
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i play vintage i think its called basically follow the banned and restriced list but other than that any cards are cool, why no wolf run - colourless mana, the deck is quite demanding as it needs green to kick off, i.e the scorned villagers transforming, moomists etc, but the kruin outlaw's which are often key demad r/r, so its finely balanced, so i chose to leave the wolf's rum out. dual lands indeed just dont have any spare i like the copperline gorge in fast decks like this as often 3 - 4 lands is enough to start the deck off, so getting them early makes all the difference if they land later coming in tapped is no hardship as you already have several creatures out. the recless waif just didnt make the cut, he was in the 1st deck the other werwolf are so dangerous, i understand the early pressure but he's so chompable especialy with dark ascension having so many tokens better to build i feel the kruin outlaw's ability,instigators gang boosts and trample or the shamen normaly gets em slightly longer term but more often in my opinion, and yes increased savagery just because i can use it twice and in adding it and the wolfbitten captives idea is that if as i'm only playing 1 spell a turn i have something else to pump my mana ito rather than just sitting, again this is why i dont feel i need immerwolf, thanks for all the questions, its been good to confirm my deck choices in my own mind as ive answered, i will certainly check out your deck.
Why no immerwolf?
i like huntmaster of the fells switching back and forth, i also want to encourage my opponet to play his spells rather than hold onto them because of the mondrenen shamen, and also just space in the deck as there is nothing else i'd be willing to loose, the deck i feel is still competitive when in human form and so i hope to cope without him, although i do see his attractio, thanks.
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