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Viewing revision 35. There is a more recent version of this deck.
First of all, this deck is not competetive or something like that at all. It is a gruul werewolf tribal deck which means, we will play some fluffy wolves over som 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 powerlevel of this tribal. Unfortunately wotc didn't release very powerful werewolves, but we got 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 a new mechanic came into this tribal. Day and Night is a new way to transform our werweolves but there are some important things to know first.
Day and night is not just a name for the old transform mechanic, there are significant differences between the old and the new mechanic.
1. Day and night does 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 with their nightside where the old werewolves will still enter with their human side.
3. Bound means...bound, yeah it is pretty easy but important to know. The new werwolves won´t transformt to cards like moonmist or geier reach bandit so take care of it.
Your board has following cards and it is the turn of one of your enemies and it is night :
Tovolar, Dire Overlord
Ulrich of the Krallenhorde
Lambholt Elder
Kessig Naturalist
Scenario 1:
your enemy played at least two spells and ends his turn. It will be day and alle of your creatures will transform to their human side.
Scenario 2:
your enemy played one spell and another enemy played a counter spell. Then the active playe 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 tranform into humans.
You see, kinda complicated. 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.
I have to wait for the new rule text for this card but my asumption is, that can´t transform is a stronger restriction than daybound. So a werwolf on his night side shouldn´t transform on his day side if immerwolf is on the battlefield, but we will see if the new ruletext is released.
Well it is a gruul werwolf tribal so the strategy is pretty simple. Try to stomp your enemies with strong, buffed werwolves. Tovolar is the perfect commander for this king of strategy, because we can transform our human werwolves into real beast and we can draw cards if we make dmg to players. Also we have an Kessig wolf run effect on him which can give us trample and more power. Tovolar is our key card to get our humans transform and draw cards, so take care on him.
One of the key abilites in this deck is trample. Why trample? well we want big stuff make big dmg so we need evasion. Trample fits perfect in this tribal and makes our buffed creatures not only big, it makes them also dangerous. And don´t forget, you will draw a card if you make dmg to 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 of the cards in the strategy section. Some cards have comments
See revision : https://deckstats.net/decks/118014/2218583-tovolar-dire-overlord-the-howl#show__revisions
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