R/G Wrath of the night pack vo..

by Zahry on 08 November 2011

Main Deck (60 cards)

Sideboard (15 cards)

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

Second try to make succesful werevolf deck for smaller tournaments like FNM. The main idea is that if you can't win with early pressure, you can side in some mana acceleration and then you have some sort of wolfrunramp. One primeval in maindeck also improves matchup in longer games, once you have him in game, you don't have to fear those bloody manaleaks...

Any ideas to improve are welcome here, mostly with sideboard.

Deck Tags

  • Tribal

Deck at a Glance

Social Stats

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This deck has been viewed 1,399 times.

Mana Curve

Mana Symbol Occurrence

0001923

Card Legality

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

Deck discussion for R/G Wrath of the night pack vol.2

This seems like a good deck. here are my suggesstions.

Cards to take out
-2 gatstaf shepard (with kruin, you shouldn't have a major problem with getting your attacks through.)
-3 grim lavamancer (this is a good card, but your cards, other than your spells, are not meant to go to the graveyard. This wouldn't be the best card to use in this deck since it's style is more tribal and there are other cards that can help make the deck more aggressive. If you wanted a creature to take advantage of the graveyard, than kessig cagebreakers would fit with the theme more.)
-2 beast within (This from my experience, but the 3/3 creature is always on par with werewolves, or stronger if you haven't transformed them. thats a problem if they just make it attack your creatures since they have nothing to lose. I would sideboard these in case if there is a creature that needs to instantly be taken care of.)

Cards to add
+4 birds of paradise (this is always a good 1st turn play. the bird also has flying, so its still useful late game too because of instigator gang or with kessig wolf run.)
+1 primeval titan (it's always nice to have 2 of the same kind. if you really want more mana ramp, then having at least a second titan should help out. plus its a 6/6 tramper.)
+2 green sun zenith (searching for the mayor is very helpful in early/mid game, and you can always search for primeval titan later game. If you're desperate you can search for a bird for mana ramp/fixing)

Hope these suggestions help. If you can would you take a ook at my werewolf deck. I need some feedback. Thanks

http://www.mtgvault.com/ViewDeck.aspx?DeckID=263872

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Posted 24 November 2011 at 18:28

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Thanks for your suggestions.
Our decks are different in some way, and my style is to play fast, and punish any opponents mistake. Gatstaf shepherd is here because of I really need some good turn2 drops. I agree that Grim Lavamancer is not that good, bud everytime I played, i had enough "bullets" for him (bud mostly because I played against BR vampires and UB control). After your suggestion, I maked some changes (and reworked sideboard). 2 Grims are just enough to play role of semi-removals, 1 BoP is always good but more than two was... How to say, just more then i needed. I can always GSZ to him if I need him. :) I really don't want another Primeval Titan, just because its not the real win condition. He is here to win games that lasts too long and I can't make enough pressure after BSZ, DoJ and similar. I also added one GSZ, because it is better than beast within, but remember that BW can destroy any permanent - even your own land at the end of enemys turn, and then you have an creature for "free". Having at least one is improving the deck :)

But again, thanks for help :)

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Posted 30 November 2011 at 23:55

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