Seven Days to the Wolves +

by Tomplexthis on 15 July 2017

Main Deck (60 cards)

Sideboard (34 cards)

Artifacts (8)


Enchantments (3)

Submit a list of cards below to bulk import them all into your sideboard. Post one card per line using a format like "4x Birds of Paradise" or "1 Blaze", you can even enter just the card name by itself like "Wrath of God" for single cards.


Deck Description

Just tested this one out on the dotp 2014 magic
it manages to swell up so fast and overrun most opponents

but it is susceptible to blue or black decks

just gotta show em brute force, and destroy all vampires

How to Play

i like puppies

=]

https://drive.google.com/open?id=0B2VoVBdoq3zYWDhSZEI1cW9zOU0

Deck Tags

  • Werewolf
  • Red
  • Green
  • Bloodrush
  • Overrun
  • Populate
  • Power
  • Destroy

Deck at a Glance

Social Stats

2
Likes

This deck has been viewed 1,423 times.

Mana Curve

Mana Symbol Occurrence

0001831

Deck Format


Vintage

NOTE: Set by owner when deck was made.

Card Legality

  • Not Legal in Standard
  • Not Legal in Modern
  • Legal in Vintage
  • Legal in Legacy

Deck discussion for Seven Days to the Wolves +

WOOOF WOOF

AWOoooooooooooooooooooooooooooooooooooo!!!!!

-1
Posted 15 July 2017 at 23:36

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I don't know much about the rules and possibility's on Duell of the Planeswalkers (DotP) but here are some changes I would do if it would be my deck:
-1 Afflicted Deserter ...if you want some artifact removal use spells in your sideboard.
-2 Daybreak Ranger ...when not transformed you can only remove flying creatures, when transformed you should be able to win without this guy.
-3 Huntmaster of the Fells ...this guy needs a deck built arround him. He needs to be transformed continuously in and out of his werewolf form to be effective, which is something you don't want to happen in a normal werewolf deck.
-2 Lambholt Elder ...there are better werewolves out there
-1 Fade into Antiquity ...sideboard
-1 Life's Legacy ...I would remove this for some other carddraw spell. The problem is that you can't use this spell in response on an opponents removal and you normally don't want to loose one of your creatures just for carddraw.
-3 Primal Bellow ...with only 5 forests the chances are high that you don't have any of them on the field.
-2 Rally the Forces
-2 Windstorm ...either sideboard or remove. Flying decks are normally rather slow and the pressure you put onto them will be enough to corner them so additional removal shouldn't be needed.
-2 Elixir of Immortality ...sideboard and use against e.g. mill
-1 Beastmaster Ascension ...strong but there are better cards for werewolf decks
-1 Fires of Yavimaya ...I don't know about legality on DotP but I always find it sad when a deck looses a higher legality because of one card. You might want to take this to a local tournament someday but cant...because of a single card.
-21 cards total

Further suggestions:
+4 Village Messenger ...fast and hard hitting
+3 Geier Reach Bandit ...transforms your humans into werewolf's the moment they hit the board.
+4 Vines of Vastwood/ Ranger's Guile/ Blossoming Defense ...protection against (spot) removal
+ 2-4 Atarka's Command ...a real versatile card as it can prevent your opponent from gaining life, deal damage to your opponent, ramp or mass-strengthen your creatures
+4 Lightning Bolt ...simple and plain a good removal or damage-spell
+ 1-3 Full Moon's Rise ...+1/+0 and trample for all your werewolf's is allready a good card but you can sacrifice it any time to regenerate all your creatures. Protection against mass-removal or bad luck when attacking.
+ 2-3 Howlpack Resurgence ...costs 1 more to cast and lacks the regeneration effect from Full Moon's Rise but it's flash ability allows you to cast in on your opponents turn, basically getting a free spell when you don't have Immerwolf on the field.
+1 Pyreheart Wolf

Further suggestions:
Breakneck Rider ...faster but weaker alternative to Instigator Gang, tough it's another card that offers trample for all your creatures.
Destructive Revelry ...sideboard material. Artifact removal that also deals damage to your opponent.
Harmonize ... carddraw.
Infiltration Lens ...carddraw in equipment form
Rogue's Gloves ...carddraw in equipment form
Vexing Shusher ...sideboard material. Your spells cost {R/G} more to play but cant be countered.

0
Posted 16 July 2017 at 12:06

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very interesting, never heard of those cards
i just use a bunch of card i got as mods for Magic dotp 2014, on steam
i have about 200 decks or so i just build and mess with
i test them out in the game, its kinda awesome to build and play test decks

especially with cards that are un-obtainable
cards that are like 1500$

i added your cards as a sideboard for reference
thanks xO

0
Posted 17 July 2017 at 09:43

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Sidenote

Lifes legacy is best if used on pyreheart wolf,

utilizing his undying, you can kill him off, bring him back, and get cards with a +1/+1 counter
it was the jyst
otherwise, primal bellows does seem pointless with no forests

-1
Posted 17 July 2017 at 09:46

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The only problem that I see with Life's Legacy is that you have it only once in your deck, to few to be drawn regularly, in combination with another card that you only have twice. So it's real luck if your draw both and can use it. Also the undying from Pyreheart Wolf is a good protection against your opponents removal and thus should only be used in emergency's for carddraw or any other effects that endanger him.
I tested DotP some time ago and was not really happy about the rules nor the way it's system of getting new cards works. Personally I favor cards I hold in my hands over something digital. Sure you get to play a lot of games but when the question comes to buying a pack of cards online or for real... I'm with the real cards ;)

0
Posted 17 July 2017 at 15:53

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