Well, there are a few things to look out for when you're building a werewolves deck in general, because it's actually got a really interesting playstyle that deviates from the norm a bit. You want to flip your werewolves to their more powerful night sides and keep them from flipping back (with the exemption of Huntmaster, who you want to flip as often as you can for his flip bonuses). You've got your Immerwolves, which are going to help a lot with that, but I'm also still seeing a few pieces that need to be taken out, moved around, or replaced outright because they run contrary to your overall strategy. The big thing I'm seeing, first, is the Rampant Growths in your sideboard. My first question is just "Why?" They do absolutely nothing toward providing you board advantage, because it just snags you another mana, and you top out at 4. Want to play a T3 Huntmaster? You already have 3 Little Red Riding Hoods (Scorned Villager | Runescarred Werewolf) in that deck, and they do the same thing, while also providing a body to go along with it. My advice: drop them outright. Second thing: You're running 3 Ancient Grudge mainboard. I know there are artifacts in a lot of the decks in this current meta, but at the same time, it can still be a dead card in the hand, because it's specialized hate. You don't want to be staring down a Mirran Crusader with Angelic Destiny, where you're sitting on Ancient Grudges. My advice: pick up a fourth, put 3 on the sideboard, and keep 1 in the main. 1 Ancient Grudge still gives you 2 sources of artifact hate in the mainboard, since you can flash it back. If there are really troublesome sources for you, you can side in more for game 2 or 3. Third thing: You need to look at your playstyle with this style of deck, and ask yourself what your opponents will have to do in order to keep your creatures from flipping or forcing the flip back to the weaker Day side. A lot of the time, you're going to run across burn or kill spells, likely during your attack phase. This opens the door for you to unload in your second main phase with a new creature and/or burn. Shock or Galvanic Blast would be the #1 choice here, but you could also add Brimstone Volley to take advantage of Morbid at the cost of slight board position from the trade. Fourth: Sword of Body and Mind needs to show up as a 2 of in the mainboard. It's only ~$10, and it's a sword that shits wolf tokens. Also, it doesn't fall into the trap that your Titanic Growths do. Once it's played, the equip cost doesn't count as a spell, so you can still play one spell per turn without risking flipping your wolves back over. Titanic Growth is, by far, the weakest card for your intended strategy, because unless you're using it for the guaranteed kill, you're locking yourself out of a play that turn just to add 4 damage, and you're begging to see a kill spell in response.
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