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I would do some changes at numbers and cards:- 1-2 "Instigator Gang"...finisher tough 1-3 ought to be enough. + 1 "Kruin Outlaw"Change from "Brimstone Volley" to "Searing Blaze"...costs less (cmc) and is more effective in damaging your opponent's creatures and him self. Change from "Incinerate" to "Lightning Bolt"...see above. You can always sideboard these spell if you feel that your opponent uses too many regenerating creatures. Sideboard "Daybreak Ranger"Some further suggestions:"Vines of Vastwood", "Ranger's Guile", "Young Wolf"GreetingsMuktol
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Salutations, I like using Daybreak because in my play group, a lot of 2 T creatures fly about and he's great at detering them.I've thought about changing this deck up, and I'll be sure to do that! Thank you,Loki
From my experience playing (mostly against) werewolf's I can conclude that these decks normally finish their opponent with one hefty attack (30+ trampling damage within one turn is not unusual). Flyers are normally rather slow and weak so from my point of view I would rather take some beating from flyers and protect my creatures from my opponents spells rather than shoot down those creatures and perhaps have nothing on my hand against a Lightning Bolt or Doom Blade.
What werewolf would you recommend replacing Daybreak Ranger with? Or creature in general? I've been debating adding the Rangers Guile
I would sideboard it and add either "Ranger's Guile" or "Vines of Vastwood". All other werewolf's are a 100% need as every one is vital and supports your strategy. If you really want to keep it try to reduce the number of lands to 22 and use 2-3, even if that means going above 60 cardsVines has the advantage that you can target your opponents creatures too and thus 'counter' a spell he wants to cast on it. Also +4/+4 for a second {G} isn't too shabby. Brings your "Kruin Outlaw" on rampaging 14 damage without any further buffs. Guile costs less ($) and will be easier to obtain.
So, cut all 3 Daybreak Ranger, put in 3 Vines of Vastwood, I'm debating dropping the lone Kessig land, and up the Vines to 4. Thoughts?
Well with the mana-costs that low you can drop to 20-22 lands. If you need more cc1 spells you could also take a look at "Wolfbitten Captive" or "Young Wolf" (which I prefer over the Captive due to it's undying)
So probably go full on 4 captive, I'm gonna drop 2 vines just because I have enough pump available , and drop 2 lands. I'm theory, this deck should be a tad bit faster. Anything else I'm missing?
Looking good for me now :)