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Innistrad Wolf run.
This deck has been viewed 29,410 times.
Hey, why don't you add the instigator gang?... Its pretty good in my r/w deck.
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Id sideboard grudge, and mulch is a strange addition with so little flashback. Im guessing Triumph is there only as a stalemate breaker, in which case Id run fewer of them- 2 of at most. Also why no burn? It seems wrong for red to go without it. Also is Hamlet Captain a common addition to these type of decks? Seems odd to have it in here.
Yo quit hating. Maybe this deck doesn't need burn even if its red. But this deck does need AT LESS some kill spells so you can get in there better with your creatures and do more damage. Still a good deck, i like it.
bboycesar has deleted this comment.
Man asked for advice I gave it, dont see how thats hating.
You could drop 2x of each basic land and add 4x Inkmoth Nexus for a fast, alternate win condition(similiar to most other KWR builds. I know it's cookie-cutter, but it's about as efficent as it gets)
You're right about Mulch, seems I read it incorrectly. As far as Hamlet Captain, the idea is that it is there to make the deck strong whether or not your creatures are actually flipped to the werewolf side.
Isnt that what Mayor of Avabruck and Instigator Gang are designed for?
I can agree with that, I don't do much standard and I enjoy attempting to use lesser played cards, but in this instance it became redundant. I threw in a few shocks for the added burn. However, grudge is stay in the main deck due to our meta around here.
awesome and good luck. Plus I know your pain, Im beginning to hate Tempered Steel
oh and Id try Gut Shot or incinerate, depending on what you want to use it for. Personally find the look on my opponents face when I consistently gib his mana dorks for free never gets old.
If I can grab a few gut shot(s) or otherwise I may try them, thanks for the suggestions!
Heya, your deck looks nice but I wonder, why the rampant growths? You don't have anything mana heavy in there and you already have BoP. And why not switch Triumph to Overrun? If you do insist on having a land fetch, switch rampant to Viridian Emissary :) Oh and drop one Ancient Grudge for a 4th Full moon perhaps? :)
Thanks for the advice, I switched up a few things for another Full Moon's Rise. Currently the Triumphs are in there instead of Overrun due to the availability of what I have. Good idea none-the-less. I dropped the fetch for the Instigator Gangs like bboycesar recommended.
The Triumph of hordes is actually a sneaky card to put in. It's a great way to counter life gain decks, plues its cheaper to cast then overrun. Heres my suggestions -3 ancient grudge (sideboard) -3 shock (there are better 1 mana burn cards to use. for 2 mana, you can use arc trail or incenerate which are a lot better imo,) -3 prey upon (its a good card, but you may want to try daybreak ranger to since it has prey upons ability built in, not to sure which would be better though for this deck.) cards to add +3 beast within (it works as a pop spell, naturalize, or destroy a land. the 3/3 can be delt with fairly easily) +3 incenerate (arc trail if you plan to go agaisnt swarm decks) +3 daybreak ranger (reason listed above), or +1 incenerate (arc trail), +1 beast within, and +! gatstaf shepard. (having a full playset of your burn and popspells are always good, and gatstaf would help with its evasion ability) If you could please check out my deck I would appreciate it. http://www.mtgvault.com/ViewDeck.aspx?DeckID=263872
Daybreak rangers may be more versatile than prey upon. Consider put this sorcery into your side deck.
just a couple of questions like; why ancient grudge, sure it has flashback but personally I would rather be destroying enchantments too. also werewolves have a lot of trouble with flying so plummets would be good, it looks like you are trying to keep this standard so maybe you put in shocks instead of lightning bolts for a reason but if you didn't then lightning bolts do 1 more damage for the same mana. I have found that instigator gang is a game-winning card so I would suggest another one and maybe another full moon's rise. otherwise this seems like a very good deck. I wish that my werewolf was this good.
If you want to make this focused on werewolves, then I like the build as it is. If - and only if - you want to try to make it a Wolf Run deck, I would throw in Primeval Titans, Rampant Growths, and Inkmoth Nexuses. However, I like this build because I personally think that Kessig is slightly overdone, and tribal werewolves are underappreciated. Great deck. +1
On second thought, Rootbound Crag and Copperline Gorge would be a good lands to consider in order to provide a more diverse mana base. To deal with flying threats (and smooth out your mana curve) I would suggest Daybreak Ranger since it provides some nice removal, and move ancient grudge to the sideboard to make room for it. Lastly, you need 4 kruin outlaws and 4 instigator gangs, since those are game winners.
I thought it was an innistrad deck :P
I love Birds of Paradise, but with a mana curve as low as you've got in this deck, I don't think they're necessary. If you're concerned about access to G and R mana early, I'd follow the earlier suggestion of Copperline Gorge. With those dropped, you could bump the Instigator Gang and Kruin Outlaw totals up to four of each, or substitute in a different creature. I'd recommend Ambush Viper (Yes, it's out of theme, but so were the Birds). It's flash cast ability means that you could skip casting a creature on your turn, thus flipping your were's, but still net a creature for the turn by casting Ambush Viper on your opponents turn. Their deathtouch capability can be very useful, especially with the Prey Upon's you're already running. 2 cents given. Good luck!
How are you going to beat any deck that plays blue? They will just time walk you with think twice. WW or WU can cast two spells very easily aswell. It seems that your deck gets online in the nut draw at turn 3 which is not as good as other aggro decks. Some burn will give you reach perhaps. Mimic Vat might be a good thing to do something with your mana on your own turn. Not sure about the imprint rule and which side will get imprinted. They die as the side they are on, which would be cool if they are flipped. If that is the case they can not de transform either. And I do not really get Triumph in your deck. Rather have a PW at the 4 slot then.
the imprint rule on double faced cards says that whichever side is imprinted is the side that it will stay for the rest of the game. I believe that whenever a double facer goes to the graveyard it goes to its day side so you could only imprint the day sides of the werewolves.
Sideboard autumn veil and shut down blue and or black enough to let your deck do what it is going to do. Besides, with a moonmist or two in my hand I love it when opponents flip my wolves. Lures them into attacks they shouldn't make. Check out my deck. http://www.mtgvault.com/ViewDeck.aspx?DeckID=273022
I am quite sure that when it goes to the graveyard it goes as a werewolf and not as a human (had a judge ruling on that in a limited tournament with the cannibals)
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waits the goal of the deck? is it sweepers, landfall, etc. just wanting to know.
Interesting deck idea. Perhaps Tormented Pariah? Check out my decks.
personally instigator gang is better than tormented pariah. because it has the same mana cost but when it transforms it is a much better card then the pariah. that's probably why he doesn't have it in there
I'm building a deck around the same theme as you and a few others on these boards! Please check out my deck: http://www.mtgvault.com/ViewDeck.aspx?DeckID=280349
If you're thinking about making this standard, you might want to put some more mana acceleration in it. How about taking a look at my deck: http://www.mtgvault.com/ViewDeck.aspx?DeckID=280486
Hey just looked at your deck and thought BoP is a very good idea especially as my werewolf deck has blue in too, can you take a look and comment please. http://www.mtgvault.com/ViewDeck.aspx?DeckID=260781
Nice looking deck. Check out my Combo-licious Broken deck: http://www.mtgvault.com/ViewDeck.aspx?DeckID=281378
Cool deck, i wonder if theres any permanent that prevents opponents from casting more than 1 spell so u can have them transformed all the time :D Please comment my monogreen creature deck: http://www.mtgvault.com/ViewDeck.aspx?DeckID=281537
plz view and coment any sugestions http://www.mtgvault.com/ViewDeck.aspx?DeckID=280410 http://www.mtgvault.com/ViewDeck.aspx?DeckID=282390
U need to be running 4x copperline gorge and 4x rootbound crag. Gorge is important for that turn 1 waif. And if u play moons rise on turn 2 ur already a fifth of the way there. Drop the birds cuz U don't need ramp. Ur playin aggro with a decent curve. Drop the Shepard and prey upon for beast within and daybreak ranger. Triumph of the hordes is awful. Replace it with the one cost green spell that makes a dude indestructible. Cuz there's too many potent sweepers out right now. I would run 2 grudges in the main and one in the side. Deffinately think about curse of stalked prey. I play it in my wolves deck and it gets outta hand fast. DKA may possibly make this teir 1. All we can do is hope
which card is that when you say "Replace it with the one cost green spell that makes a dude indestructible"?
withstand death is the card
could you please take a look at my werewolf deck. http://www.mtgvault.com/ViewDeck.aspx?DeckID=244118 thank you! and congrats on having a deck that made it to the front page!
How would this deck fair in a multiplayer setting? I'm interested in building a werewolf deck and we play free for all. As is, I know I'd replace shock for sizzle to hit everyone across the board but, other than that I'm stumped.
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