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If it would be my deck, I would make some changes: Sideboard "Creeping Renaissance", usefull if your opponent uses many removal spells or boardsweepers Sideboard "Daybreak Ranger", if he flips he can be pretty good, and is one of the first targets to get hit by removal. Remove "Adaptive Automaton", Mayor of Avabruck" is better (and cheaper to play) Remove "Scorned Villager", if you're unlucky and don't draw "Immerwolf" and play to many spells your werewolfs will flipp back, so ramp isn't that good here Remove "Wolfir Avenger", there are some very good werewolfs, see suggestions Remove "Fog", you have 4 "Moonmist", and that should be enough. Werewolf's try to put some pressure on the opponent rather than stall him for one turn. +1 "Kruin Outlaw", this one can get a really scarry one. +1 "Full Moon's Rise" Change from "Lightning Bolt" to "Searing Blaze", costs {R} more to play, but you don't have to decide if you want to shoot at a player or at a creature, you can do both I would also take a look at some duallands. They are expensive to get ($), but they ensure that you have the right mana when you need it. Suggestions, based on my G/R Werewolf deck (http://www.mtgvault.com/muktol/decks/gr-tribal-werewolfs-2/) Ghor-Clan Rampager ({2}{R}{G}, 4/4, Trample, Bloodrush {R}{G}: Discard Ghor-Clan Rampager, Target attacking creature gets +4/+4 and gains trample until end of turn), Reckless Waif ({R}; 1/1; 3/2 when flipped), Young Wolf ({G}, 1/1; undying), Vines of Vastwood ({G}; kicker {G}; target creature gains hexproof until end of turn, if Vines was kicked it gains additional +4/+4), Ranger's Guile ({G}; target creature gets +1/+1 and hexproof until end of turn) Greetings Muktol
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