Werewolves

by Guitarhero1 on 29 August 2019

Main Deck (60 cards)

Sideboard (15 cards)

Planeswalkers (1)


Enchantments (2)

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.


Deck Description

So this is my first rough draft of a modern werewolves deck, and I have already sort of fallen in love with the theme of it. I wanted to use as many cards from the Innistrad blocks as I could that would help the deck to run, and it looks well suited to tinker with. I know Aether Vial would very much support the deck, and Lightning Bolt is ordinarily a red staple, but honestly the deck feels smooth this way and I'll probably tweak and tune it later. Right now, I really want to know more about the sideboard because I can't decide on which creatures are best suited for the board and how many of them I should run. I went ahead and tossed in a couple of Blood Moons, because you know, Blood Moon, and I'm playing Ranger's Guiles and Veil of Summers to dodge removal heavy lists. I figured Ancient Grudge would help me against Affinity and anything that is artifact heavy, but the deck is pretty raw against hand disruption and it is light on removal other than Rabid Bites and Ulrich's fighting mechanic. Suggestions for sideboard options are appreciated, and the list may or may not adjust based on them. But here you have it, Werewolf tribal.

Deck Tags

  • Modern
  • Werewolf
  • Tribal
  • Casual

Deck at a Glance

Social Stats

5
Likes

This deck has been viewed 1,565 times.

Mana Curve

Mana Symbol Occurrence

000838

Deck Format


Modern

NOTE: Set by owner when deck was made.

Card Legality

  • Not Legal in Standard
  • Legal in Modern
  • Legal in Vintage
  • Legal in Legacy

Deck discussion for Werewolves

With Huntmaster of the Fells and Ulrich of the Krallenhorde you have 2 creatures that you want to flip each turn if possible which is prevented by Immerwolf. Question is, do you want aggressive werewolfes that simply overrun your opponent early on or do you want a more mid/late game approach?
As for the sideboard: I can reccomend [[Atarka's Command]] as it's very versatile, Destructive Revelry or Shattering Spree to get rid of artifacts and Vines of Vastwood for protective reasons.

1
Posted 30 August 2019 at 08:14

Permalink

This is definitely an issue I have considered, and I'm still on the fence. I like both Ulrich and Huntmaster, but forcing them to constantly flip is difficult because I can't guarantee my opponents won't cast any spells. I was hoping that one or more of the sideboard creatures could help me to balance that early aggro approach vs the mid game approach. I like Atarka's Command and Vines of Vastwood, they both help in different ways. I still want to maintain a theme if I can, I definitely don't expect the list to win an FNM or anything. I just want it to run smoothly so I can use it to get more people interested in MtG at my University's gaming club.

0
Posted 30 August 2019 at 21:34

Permalink

So here are some suggestions, most of them go towards a aggressive built:
Geier Reach Bandit ...When transformed it lets all your werwolfes already enter transformed.
Kruin Outlaw ...One of the more powerful creatures, especially when combined with [[Full Moon's Rise]] or any other instance that can push it's power.
Reckless Waif/ Village Messenger ...very aggressive creatures for early game.
Breakneck Rider ...A cheaper Instigator Gang/ [[Full Moon's Rise]] in creature-form.
Lambholt Pacifist ...2 mana for a 3/3 or 4/4 when transformed. Nothing special here.
Rhythm of the Wild ...Gives all you creatures entering the battlefield either haste or a +1/+1 counter. As they only need to enter, and not need to be cast, this works with Collected Company

1
Posted 31 August 2019 at 10:42

Permalink

The aggressive approach to the list definitely seems like it would have a better game 1. Reckless Waif and Village Messenger both seem very powerful openers with some late game bite if things go long. I think I want to have Full Moon's Rise over Breakneck Rider due to the difficulty in forcing his transformation without prerequisite cards, and the enchantments will force opponents to play a lot of wide coverage removal. Rhythm of the Wild sounds bonkers with CoCo, so that may be a powerful addition in the future. I think Immerwolf works a little better with the aggressive approach, at least as long as I'm going for powerful creatures post transformation. I might end up revisiting some things that get cut later to keep tuning the list, thanks for all the suggestions!

1
Posted 01 September 2019 at 04:58

Permalink

Have you considered adding Arlinn Kord?

1
Posted 30 August 2019 at 09:48

Permalink

For theme I have, although I wasn't sure how her impact on the board would go over because most Werewolf tribal lists have a hard time against removal heavy decks- and I'm not sure how well she would do if my threats don't stick. That's why so much of the sideboard is dedicated to Veil of Summer and Ranger's Guile. Is there a spot that you had in mind for her?

0
Posted 30 August 2019 at 21:39

Permalink

Everyone leaves a comment but nobody gives a like to the deck... Smh. Good job mate, It looks good.

1
Posted 01 September 2019 at 05:08

Permalink

Thank you very much! I'm going to keep adjusting the list for a while, but for now I think it is probably ready for some actual play testing!

1
Posted 01 September 2019 at 16:24

Permalink