madfrost

7 Decks, 7 Comments, 0 Reputation

Lose the white, you dont need it. More master of the wild hunts, more arbor elves.

I have a wolf deck, here is the link:

http://mtgvault.com/ViewDeck.aspx?DeckID=63832

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Posted 11 April 2011 at 23:03 as a comment on -Wolf Swarm-

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This is a really good deck, I would suggest a few changes though.

1) You have to many lands. You have 8 turn one drops that give you extra mana. I would say stick with 20, you will have more than enough.

2) Get rid of cultivate. Like I said you already have 24 lands in here and 8 one drops that give you mana. I don't think you need that much land accel.

3) I would say get rid of sword of body and mind. Yea, it's nice you get a wolf from it and you mill the guy for 10, but who are you going to be attacking with. It looks like your creatures that will attack are your wold tokens, and yea they will get pumped up and have protection from blue and green but you wont always be playing someone with a blue and/or green deck.

Over all I love this deck, I have a deck that is SUPER similar to this. Here is the link:

http://www.mtgvault.com/ViewDeck.aspx?DeckID=63832

feel free to try out some strategies from my deck if you like it, and be sure to tell me what you think! :) Keep it up, I like this deck so far.

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Posted 04 March 2011 at 16:13 as a comment on The Wolf Pack

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I like it! Trust me I have played this deck before with many different decks, and this deck can stop anyone in their tracks. Crawlspace sucks hahahaha but it is super useful in this deck. I think now your best bet is to pay attention to the new sets to see if anything cools comes out that can help.

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Posted 30 November 2010 at 15:51 as a comment on The Cabal - Army of Darkness

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Ok so, I like the idea where this is going. I havent really looked at the cards but I understand what your trying to do here. I read the description though and I liked it alot. Here's what you should know about blue and green. It can be abused like no other. I have a few suggestions that may take you in the right direction so... here we go ! :)

So, first of all this needs to be 60 cards... total. I'd say 20 lands and the rest creatures and spells and stuff. I would say focus on these cards for creatures: Birds of Paradise, elvish visionary, murkfiend leige, coiling oracle and wirewood symbiat (I prob spelled it wrong but its a 1/1, costs 1 green to play. it allows you to return an elf you control to your hand to untap a creature.)

Heres how these cards work together, birds for mana, elvish visionary for a draw engine, murjkiend leige to untap all your creatures at every end step, coiling oracle for another draw engine and wirewood symbiat to return elves to your control to your hand to untap a creature you control. Use wirewood to untap birds after you tap it for mana, then return elvish visionary or coiling oracle to your hand and replay it for more cards.

Now, have you heard of a card called opposition? Basically you can tap a creature you control to tap any land, aritcact or creature. Now imagine you have all these wolves and at the beginning of your opponents upkeep you tap all of their lands by tapping your wolves allowing them to play nothing! Its complete control. I wont lie, if you decide to persue this you might have to spend a few bucks, but honestly its not that much in comparison to how many games you'll win.

So my advice to this deck is prob remove the planeswalkers, and narrow this deck down to 60 cards. I feel like that will make your game stronger. I actually have a wolf deck myself, if you get the time go to my profile and check it out.

Good job with this deck though, keep up the good work and narrow down the stratagey your going for and kick some ass!

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Posted 13 October 2010 at 21:02 as a comment on Be-werewolves

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Hey man, I dig what you're doing here. I just have a few suggestions though. I think you should get rid of sacred wolves. Yea its a 3/1 that has shroud, but you could add something else that benefits the deck. Considering you have only 16 lands, I would say add Arbor Elves (from worldwake, its almost the exact same thing as lianowar) instead of the sacred wolf. It will make your deck quicker plus adds more mana.

Land grant is cool and I can totally see how it could be usefull. If you add the arbor elves I think you could either get rid of it or get rid of harrow, that was you could add something else to help the deck.

I would also suggest beast master ascention because once that thing gets 7 counters on it (which could easily be done in one turn with all the wolves) all your 2/2 wolves are now 7/7. Also I would side board coat of arms, its a great card no question but lets say youre playing someone who is using a goblin deck or something, you have to remember that its a worldly affect and could hurt you.

Overall I like this deck alot, it has a lot of ways to get wolves and take control of the game. I actually have a wolf deck too. I'd love to know what you think about it.

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Posted 13 October 2010 at 20:46 as a comment on Wolves

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Hey man, I like what you're doing here. Maybe try some arbor elves instead of farhaven elf. Its quicker to get out. If your feeling crazy try adding a gaea's cradle and a doubling season. I feel like doubling season will be better than fable of wolf and owl, its cheaper and can help with token creation better than fable of wold and owl. I could see how sound the call works and could help you. I would say get rid of summit and put in spidersilk armor. Its an enchantment that gives all your creature +1/+1 and reach. I hope this helps, I actually have a wolf deck of my own, feel free to comment and rate it.

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Posted 13 October 2010 at 20:30 as a comment on Deathwolves

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I love it. I understand comply how it works, I'm trying a grind deck of my own and I'm trying to add a splash of green for lord of extinction and this deck gave me a lot of good pointers. I have a suggestion though, a few of your spells have a high casting cost and I feel like the lands that come in tapped slow you down, maybe lose two from Jwar isle refuge and drowned catacomb and add 2 swamps and 2 islands, that way you have a better opportunity of getting land down so you can play spells quicker.

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Posted 13 July 2010 at 00:53 as a comment on Grind

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