good idea. Not like the mana base is stretched at all
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PS triumph of the hordes looks horrible in this deck. Only good if you can get 10 poisons on that turn.
I've run a wolf deck recently. For a while I was looking mostly towards the instigator/kruin combo for early wins, but most decks have decent ways to remove/control that mid range combo. As a result, I tried lowering the curve even further with full sets of wolfbittten captive, reckless waif and gastaf shepard. With 3 sources of anthems through mayor, full moon and immerwolf, you become less vulnerable to spot removal and crank out some heavy damage that can finish folks off quickly. If you are looking for some card draw, go for grandma wolf (i forget her name), but with trample from fullmoon's rise, she gets in and gets you cards.
go big with moldgraph monstrosity. Sack him and get some other creatures back from the grave.
if you need a win condition throw in chalice of life/death from DA. Get the life and then smack to the face 5 for five.
I totally agree that ratchet bomb is a very good response to wolves. However, I think it is a little harder to play with than you think. So turn 2 game 2 you play ratchet bomb. I can keep wolves unfliped until I can remove said ratchet bomb with naturalize, ancient grudge or beast within. Lets say you don't play anything on your turn so you can ratchet bomb on your next turn. Wolves flip, hit, and then I can potentially play 2 spells to flip back. Very bad to do. Essentially you need to play ratchet bomb on your turn, hope I don't have removal on my turn but for sure no more werewolves will be coming onto the board, pass your next turn, and then explode at the beginning of my next turn if you want to kill all the wolves. In essence ratchet bomb says "you can't flip your wolves until you get rid of the bomb." That is very good against this deck, but because it is side board in almost every deck, you can have artifact removal ready to play around it.
I think you are right about the Sheperds. They curve out well enough if you don't hit a bird or elf on t1. But in hands that you do (about 50%), it sort of sucks to play a 2 drop when you just ramped up to 3. Gonna main in a beast within instead.
I like the one drop elf more than the 2 drop scorned villager. This deck gets it's kick from dropping on turn 2 and 3 the sexy three and four drops. Playing a turn 2 mana excelerant is a turn too slow for what I am going for. Both birds and elves are more vulnerable than a rampant growth and viridian enmisary, but it is the fast temp I am looking for. Slower play gives the opponent more time to deal with the flip.
Room had to be made in the side board for red sun's zenith and beast within. Both really help with zombie decks and UB control. The exile characteristic of red sun's zenith denies geralf's messenger and grave crawler. Beast within is the only response I am aware of in green and red to phyrexian obliterater that doesn't drop 5 permanents. Beast within also does nicely to get rid of any moorland haunts, oblivion rings ect. I've also gotten a little bit of use out of it by using it on my own bird to bring out a surprise blocker. Not the best use, but in certain situations it comes out ok.
was moving some side board options around, and I guess I missed that. Thanks
I do like huntsmaster, and he is very good in this deck, particularly in a control game if you can get him out. But I just don't want to pay 30 bucks a pop for him. That being said I do have 2 garruks, and those worked well against UB control. Which I am thinking about adding to the sideboard.
Was testing out the deck some more this weekend. You are right about the tracker's instincts. They just don't mesh all that well. You don't really get any card advantage and you lose a bunch of tempo. Took them out, added in a 3rd instigator gang (which I found to be the key 4 drop) and another incinerate.
Now also playing with 1 gavony township in the deck. I don't know if it is right since it stresses the mana base, but there are some pluses. EX, if you don't have a strong play, you can +1+1 creatures, pass and flip.
With birds you are also able to: 1 drop mana down to 20, bring in tracker's instinct.
I decided to switch in some birds for a bit of mana ramp. Birds on turn 1 allow for t2 outlaw, daybreak or immerwolf. t2 outlaw helps against zombie decks for the first strike, and a turn 2 immer is good in general, but I think more importantly, it helps for t3 mayor after immer so that way it isn't as susceptible to gutshot, which is his main weakness.
This wolf deck seems slow. I think this sort of deck really needs to hit hard and fast rather than build up to the really big nerd crushers. Immer wolf and huntsmaster clash. You want the master to be flipping back and forth, not just stuck flipped. Young wolf is a cool card, but a defensive card. What are you defending against? Lots of spirits and delvers out there. Keeps Some zombie's at bay for a couple turns. Seems to work better in a GB sacrifice deck. I like the wolfbitten captive more. Birds are nice because they ramp and fix mana, but what are you ramping up to? With a solid mana base, not having the right mana isn't really a problem. I Would rather have something that beats down.
I moved in shocks and an extra looting instead of the prey upon and wild hunger
Good point with burn spells. In some situations you are able to get more bang for your buck with prey upon, but may as well go with the sure thing. I will throw some in there instead. Not sure which though. Brimstone can hit hardest, but a galvanic blast/shock might be all that is required. Young wolf just doesn't get there for me. There is no incentive for the opponent to interact with it, and doesn't have the up side smash that either reckless waif or wolfbitten captive do.
With the number of low cost creatures and a couple double strikes, I sort of like the idea of rally the peasants. No one really looks at it, but on turn 4 you could potentially be adding 8-10 damage to a strike. Turn 1 champ or noble, t2 gather the folk, t3 lingering, t4 rally for +10 damage on the hit. Flash it back next turn. Burning oil could also be a good addition with flashback fitting in as well, but a more defensive oriented card.
Light on the artifact destruction, but I don't think many people are going temp steel these days, and there really aren't too many "this artifact will crush you" in standard at the moment.
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