I mean, that's a god-hand if there ever was one. Good luck drawing it. +1
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+ Reckless Waif. Werewolves are not suited to a control archetype. At best they are tribal, and not terribly strong right now. Try mixing them with humans and burn spells for some late game boost. Check out my attempt for some ideas on what I'm talking about: http://www.mtgvault.com/ViewDeck.aspx?DeckID=251445
"Dunce"? You use the emissary or rampant growth to pull out the mountain. THEN you use the titan to pull out the wolf run and the inkmoth. THEN you use the wolf run to pump the inkmoth and win. It works.
Yeah, to counter that burn, you desperately need leaks and dissipates in hand. Also, the more timely reinforcements you have, the better. Anything, really, to buy time until turn 5 & 6 when your bombs start dropping. This deck is stacked, and has the potential to compete against anything. Especially when you put down that 2nd dual land and your opponent sighs and says "Here it comes..."
I like the addition of Brimstone Volley. However, would it serve better as a substitute for arc trail rather than stalked prey? Reason: Arc Trail is sorcery speed, making you decide between it or chieftain, brimstone, anything else. Yes it clears out your early threats, but late game it's not going to make much of a diff. (barring weird surgical extractions). Also, I'm partial to the stalked prey's presence making your opponent make some decisions early they might not otherwise play. I don't know. Step 1: rush goblins Step 2: blow up goblins Step 3: ______ Step 4: PROFIT!
If you're trying to rush through your library and add to your graveyard, add "Forbidden Alchemy" to your list.
-ponder +think twice with all your flashback, why not add a card that will let you draw twice, both at instant speed (keeps me from being mana-screwed) i like your list. how has running 24 land worked for you? i run 25 in my build, and i'm still afraid my opening hand won't have 2 + lands in it. http://www.mtgvault.com/ViewDeck.aspx?DeckID=248790 +1
Agree with bdub. You need more DoJ. And do you want Blade Splicer competing for the 3-spot with Timely? I've made a similar build, minus Venser and plus some others... http://www.mtgvault.com/ViewDeck.aspx?DeckID=248790
How do you plan on protecting yourself from sweepers like DoJ and the rest if you aren't packing Full Moon's Rise? It replaces Overrun and is a state-based effect for 1G. Hard to beat. Also, you can replace the plummet with Daybreak Ranger, who has built-in removal AND benefits from your werewolf pumps. I like the automaton idea, however. +1 Check out my werewolf build and see what you think: http://www.mtgvault.com/ViewDeck.aspx?DeckID=249186
- Feral Ridgewolf + Daybreak Ranger for the 3-slot Built-in removal, receives bonuses from mayor. Some dual-lands (Rootbound Crag, Copperline Gorge) in evening out those games where you're stuck on one color--the wrong color--with the perfect hand. Check out my werewolf list: http://www.mtgvault.com/ViewDeck.aspx?DeckID=249186 I played it at FNM and got screwed up by planeswalkers. I added in some Beast Within to even the field.
Sweet deck. I have an almost identical build: http://www.mtgvault.com/ViewDeck.aspx?DeckID=248790 I like the addition of "Feeling of Dread." I haven't seen that in any Solar Flares yet, and the flashing back of the tap-down is a nice touch. Have you playtested this deck? How does it do? +1
And take out some of those mountains...those aren't going to do any damage. Have you tried replacing those vanilla lands with Tempered Steel? Those make your artifacts REALLY strong!
Cool deck idea. +1. I'm worried, however, about your lack of planeswalkers. Here's an idea. -4 Kuldotha Rebirth +4 Liliana of the Veil NOW you're talking!
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