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First, this deck is not competitive or something like that at all. It is a gruul werewolf tribal deck which means we will play some fluffy wolves over some good stuff cards. Still, to make this deck playable in some stronger groups we need to play at least some gruul power cards to increase the power level of this deck. Unfortunately, WotC didn't release very many powerful werewolves, but we did get a very good commander with whom we can finally play a werewolf tribal deck. I have been waiting for a long time to build a werewolf commander deck, and before that I had an oathbreaker deck with Arlinn. This is my attempt to make werewolves playable in commander and also in rounds with slightly stronger decks.
"With Innistrad Midnight Hunt, this tribe got a new mechanic. Day and Night is a new way to transform our werewolves, but there are some important things to know first.
1. Day and night do check if the active player is playing two spells or more in his own turn, where the old mechanic just checks if two spells are played in one turn or not
2. If it is night, all the nightbound creatures will enter the battlefield on their night side, where the old werewolves will still enter on their human side.
Your enemy played at least two spells and ends his turn. It will be day and all of your creatures will transform to their human side.
Your enemy played one spell and another enemy played a counter spell. Then the active player ends his turn. Tovolar, Dire Overlord and Kessig Naturalist will stay in their werewolf side, and it will still be night. Ulrich of the Krallenhorde and the Lambholt elder will transform into humans.
You see, kind of complicated. The same is true for cards like Moonmist, which will transform Ulrich of the Krallenhorde and Lambholt Elder but not Tovolar, Dire Overlord or Kessig Naturalist. Unnatural Moonrise will transform Tovolar, Dire Overlord and Kessig Naturalist but not Ulrich of the Krallenhorde or Lambholt Elder.
So, stay focused on the mechanics and don't waste cards or opportunities.
Can't transform is a stronger restriction than day bound. So, a werewolf on his night side can't transform to his day side if immerwolf is on the battlefield.
Well, this is a gruul werewolf tribal deck, so the strategy is pretty simple. Try to stomp your enemies with strong, buffed werewolves. Tovolar is the perfect commander for this kind of strategy, because we can transform our human werewolves into real beasts and we can draw cards if we damage other players. Also, we have a Kessig Wolf Run effect on him, which can give us trample and more power. Tovolar is our key card to get our humans to transform and draw cards, so take care of him.
One of the key abilities in this deck is trample. Why trample? Well, we want big stuff to make big DMG, so we need evasion. Trample fits perfectly in this tribe and makes our buffed creatures not only big, but also dangerous. And don't forget, you will draw a card if you damage a player, so evasion is not only important to win, it is also important to draw cards.
For this reason, I tried to play ramp spells with cmc 2 or less to make this deck fast.
See some cards in the strategy section. Some cards have comments
Also Check my Decks on Moxfield : https://www.moxfield.com/decks/L_fR03tAfki1-Gl6LB1c-A
This deck appears to be legal in EDH / Commander.
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|Name||Hand||Turn 1||Turn 2||Turn 3||Turn 4||Turn 5||Turn 6||Turn 7||Turn 8||Turn 9||Turn 10|
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|»||Revision 49||September 20, 2022||KingKia|
|Revision 48||May 24, 2022||KingKia|
-1 In Search of Greatness +1 Burgeoning
|Revision 47||February 14, 2022||KingKia|
-1 Arlinn, the Pack's Hope // Arlinn, the Moon's Fury -1 Nightpack Ambusher +1 Bear Umbra +1 Berserkers' Onslaught
|Revision 46||January 29, 2022||KingKia|
+1 Boseiju, Who Endures -1 Forest
|Revision 45||November 26, 2021||KingKia|
-1 Realmwalker +1 Wolfbitten Captive // Krallenhorde Killer
|Revision 44||November 9, 2021||KingKia|
-1 Afflicted Deserter // Werewolf Ransacker -1 Daybreak Ranger // Nightfall Predator +1 Ill-Tempered Loner // Howlpack Avenger +1 Nature's Claim -1 Rishkar's Expertise +1 Avabruck Caretaker // Hollowhenge Huntmaster +1 Howlpack Piper // Wildsong Howler -1 Hermit of the Natterknolls // Lone Wolf of the Natterknolls -1 Lambholt Elder // Silverpelt Werewolf -1 Mondronen Shaman // Tovolar's Magehunter -1 Wolfbitten Captive // Krallenhorde Killer +1 Ascendant Packleader +1 Cemetery Prowler +1 Volatile Arsonist // Dire-Strain Anarchist
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+1 Grove of the Burnwillows -1 Forest
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-1 Vandalblast +1 Return to Nature
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-1 Rampant Growth +1 Exploration -1 Skarrg, the Rage Pits +1 Scavenger Grounds
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