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[Primer] 🌕 The howling moon pack 🌕 | Tovolar Dire Overlord. werewolf tribal [$300] (EDH / Commander) [Revision 106]

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Zeige Revision 106. There is a more recent version of this deck.


🌑🌒🌓🌔🌕 The Howling Moon Pack 🌕🌖🌗🌘🌑


>🌘 Intro

> Flavor

Theme

  • This is a werewolf & wolf deck focused in dealing damage with a tons of creatures
  • The main mechanic is the "Day & Nigth" flipping cards that uses "Dayboun/NigthBound" keyword or have different forms of transformation

> Why and why not to play this deck

Why play this deck if you like...

  • ... to flip up and down double faced cards
  • ... the werewolf and wolfs felling of power
  • ... hit quick, hard and get even bigger

Do not play this deck if you...

  • ... Hate to flip cards.
  • ... are a control player that don't apreciate overwhelming stompy furries

>🌗 Mechanics and strategy

> The main strategy

Our defining mechanic: ⛅Day & 🌕Night

  • This deck make use of the â›…Day // 🌕Night mechanic that will help our army of sagaves werewolf to be transfromed from their weak human form to their fully savage and stronger werewolf form.
  • With a bunch of field enchantments to empower our wolfpack we will take our opponents one by one overwhelming them with brute force in the form of combat or commander damage.

Our Commander

  • Tovolar, Dire Overlord, guaranteed us to have a lot of cards in hand just with hitting an opponent, and we will be hitting them hard.
  • If we have 3 or more werewolg and/or wolf at the beginning of our unkeep, he will make it nigth,
  • When transformed in Tovolar, the Midnight Scourge let us pump our wolf and give them trample

Our wolfpack

  • The mayority of the deck is packed (pun intended) with werewolf & wolfs.
  • Some humans & changelings were to helps the pack to be bigger and more stable.

> How ⛅Day & 🌕Night works?

Sumary
The mechanic consist in the following:

  • When the game starts, it is neither day nor night.
  • When a permanent with the keyword "Daybound" enters the battlefield, it becomes â›…Day.
  • Since that that momment, the cycle of day an night will be tracked all the game.
  • During the day, if a player end their turn without casting spells, it becames night the following turn.
  • During the night, if a player end their turn having cast 2 or more spells, it became night the following turn.
  • The cards that have "Daybound" and "Nightbound" enters the battlefield with the corresponding side face up.
  • When Day became Night (or the other way), flip the cards with nightbound to match the corresponding time.

Complete explanation

> Types of werewolves

This section is necessary because WOTC has several issues with the new set mechanics. So...

The Wolf-Wolf

  • Silverfur Partisan for example
  • This creatures are just wolfs or werewolf all the time. They are simple to understand.

The Bound-Wolf

  • Hound Tamer // Untamed Pup for example.
  • They are double faced cards of the "Human werewolf" type in the day side, and only "Werewolf" type in the night side.
  • They always have "Daybound" and "Nightbound" keywords (each in one side). Thats mean they are always BOUND to the DAY & NIGHT cycle.
  • When a spell with daybound/nightboun is cast, it retain all the information of the Daybound side of the card while in the stack, but they enter the battlefield with the side that is matching the time. It not be transform by any means, it is always sincronized with the day/night.

The Free-Wolf

  • Geier Reach Bandit // Vildin-Pack Alpha for example.
  • They are double faced cards of the "Human werewolf" type in the sun side, and only "Werewolf" type in the moon one.
  • They DO NOT have "Day/Night-bound" keywords. That means they they are NOT BOUND to the DAY & NIGHT cycle and can be transformed even without syncrony.
  • When Tovolar, Dire Overlord transform it self, all this werewolf can be tranformed because they are human.

The Weird-Wolf

  • Kessig Prowler // Sinuous Predator
  • They are double faced cards of the "Werewolf horror" type in the moon side, and only "Eldrazi Werewolf" type in the other one.
  • They DO NOT have "Day/Night-bound" keywords and are not "Human" but they can transformed by paying mana.

>🌖 Quick overview

My starting point when building any EDH is:

  • 1 Commander
  • 36 lands
  • 33 creatures
  • 30 Spells

This deck favors aggro strategies so the template to follow is divided the following way

  • 1 Commander
  • 35 lands, favoring speed instead of fixing
  • 38 creatures, favoring low mana cost to hit early
  • 26 Spell, that help the evacion and army size

>🌕 The MoonHowler deck

> Ramp

I decided to go with low CMV for the ramp in the form of creatures. This allows to play the early game quick and get the benefit of Tovolar easy. They can be found in the creatures section, here I listed all the non-creature mana ramp I use.

Other mana generators

> The howling moon pack

The best werewolf in the pack
This cards is so good that I have to keep it in its own category.

  • Huntmaster of the Fells: This card does everything a werewolf dream to do. When it enter the battlefield or transform in human form, it create a wolf token and gives us 2 life. When it transform in the werewolf counterpart, is a 4/4 that deals 2 damage to one oponent and 2 to one creature or planeswalker that player controls.

Harbingers
This are the wolfs that generate mana for us to cast or bigger spells

  • Ulvenwald Captive can be tapped to give us 1 green mana, when tranformed they generate 2 collores manas.
  • Scorned Villager can be tapped to give us 1 green mana, when tranformed it has vigilance and can be tapped to generate 2 green manas (Generate them after attaking is generally the best option)
  • Kessig Naturalist gives us 1 gruul mana whenever it attacks and it gets even better when transformed in Lord of the Ulvenwald
  • (Conduit of storms: I decided to cut it because it has a low damage per CMV and the mana it generate do not compensate that)

Lords
The term "Lord", is in general a used to describe a creature that provides a static "+1/+1" to a specific tribe. The werewolf & wolf work so well togheter that all the lord gives their benefit to both races.

  • Mayor of Avabruck: While human, +1/+1 to humans. While transformed: +1/+1 to "Werewolf and wolf" (And gives us a free token at the end of our turn9
  • Kessig Naturalist: +1/+1 when transformed. (And generate mana when attacking)
  • Hound Tamer: Gives trampe when transformed. (And let us pay 4G to put a +1/+1 counter)
  • Kruin Outlaw: Gives menace when transformed but ONLY to werewolves.
  • Breakneck Rider: Gives +1/+0 and trample to our attakers when transformed.
  • Instigator Gang: Gives +1/+0 when human and +3/+0 when transformed. (THAT'S A LOT!)
  • Village Watch: Gives haste when transformed
  • Immerwolf: Gives +1/+1 and let all our werewolves to remain transformed
  • Nightpack Ambusher Gives +1/+1 and generate a free token if we don't cast in our turn

Liege
This are the creatures that bring any good utility to our werewolves

  • Duskwatch Recruiter: In human form it let us pay 3 manas to look up the 3 cards in out library and put a creature form there in our hand. It does not need to be tapped so we can be repeated this as many times as we can pay. This ability let us use our mana to avoid casting spells in our turn, or use it in other players turn. When transformed, it reduce the cost of all our creatures.
  • Geier Reach Bandit: When transformed, it allows to transform our free-wolfs immediately after they enter the battlefield.
  • Reckless Stormseeker: At the begining of our combat we can select a creature. In human form gives +1/+0 and haste to that creature, when transformed it gives them +2/+0 haste and trample.
  • Bird Admirer: Is here only because is a werewolf with reach.
  • Mondronen Shaman: When transformed can make a lot of harm to other players, specially storm and burn ones.
  • Tovolar, Dire Overlord: "I'm the night" It let us transform our pack and can buff our team to be a threat

Hunters
They are the best removal

  • Outland Liberator: Can be sacrificed to destroy artifacts and enchant, or destroythem when attacking. Is a good idea attack with it to destroy one thing, and sacrife it if blocked to destroy another thing.
  • Daybreak Ranger: This is our removal for creatures
  • Afflicted Deserter: When transformed it gets rid of the anoying artifacts
  • Ulrich of the Krallenhorde: When entering or becoming human, it pumps or boys, when transforming ir can figth another non-werewolf creature.

Sages
The give us card advantage

Scouts
This are the sneakiest wolf of the pack

  • Kessig Prowler: Excelent 1 mana drop. When transformed is really difficult to block it. Work great with menace
  • Shrill Howler: Is sneaky and can summon eldrazis when transformed.

Heavy hitters
The true muscle of the pack, they hit hard in human form and get even bigger when transformed

Pet-Wolfs
This are the non-werewolf wolfs that help the pack

  • Silverfur Partisan: Let us create tokens when our creatures are targeted
  • Immerwolf: This card is one of the best cards ever made for sinergy. It pumps our wolfs, has intimidated, an prevent our werewolf to return to their human form. It is important to note that the eldrazi/horror werewolf can not transform when this wolf is present.
  • Nightpack Ambusher: Flash lord plus tokens
  • Wolfir Silverheart: This is a heavy-hitter helper and a big boy by its own. It can enter as a 8/8 that gives +4/+4 to any creature. Paired with tovolar can help to end games realy quickly

Cult of the wolf
Several times we need help of non-werewolf, non wolf friends, and here is why

  • Master of the Wild Hunt: Is a great hunter(removal) for our pack. But be carefull when sending the wolves to attack, all them should go.
  • Kessig Cagebreakers: They are here to breake cages and liberated wolf tokens all over
  • Cult of the waxing moon: Are giffing all our werewolfs with tokens when they transform, impossible not to love them.
  • Realmwalker: "And there is that guy again...", this card is amazing in every green deck. It lets us check the top card of our library and even cast that card if it is a creature. And is every creature type! wolf? Check, werewolf? Check, human? Check, Crab? Yes, even crab.

>🌔 The howler's prey

This section is meant to be use to explain how to play againts other decks

  • Section to be added

>🌓 The Moonpack sideboard

This section is meant to be a usefull guide of posible cards that can be included. Some are here to customize the deck in different directions or to be tested in different playgroups

> Creatures

Here a list of possible creatures that can help in the deck. I decided to leave the out of the deck to make space for more wherewolves, but this creatures are flavorfull and usefull
1 Neyith of the Dire Hunt gives an absurd quantity of cards and can boost or wolfpack
1 Surrak, the Hunt Caller gives one creature haste every turn with little to no setup

> Curses

This cards are amazng but a little risky. They get better if you build a little arround them.
1 Curse of bounty my favorite, it is flavorfull and powefull card. Conbine with flash for mayor results

  • Attach to a player and play a lot of creatures in the main face
  • Attack untapping all the permanents
  • Play more creatures
  • If another player attacked the cursed one, we can untap our permanentsplay with flash
    1 Curse of Predation is good but be aware that the tokens decks grow exponential with this
    1 Curse of opulence is to expensive to this deck

> Flying hate

When your playgroup has a lot of good flyers and you need to plummet them to the ground check this.
1 Gravity Well
1 Raking Canopy
1 Spidersilk Armor

> Anthems (Aggro)

1 Quest for Renewal gives us "vigilance"
1 Goblin War Drums gives us menace
1 Sight of the Scalelords was cut because the CMV is high, but can help to pump all our creature
1 Rage Reflection -> Berserkers' Onslaught alternativy

> Value enchantmens

This are good field enchantments that can replace the ones that I selected. I am not sure if these are better or not.
1 Descendants' Path
1 Wild Pair
1 Unnatural Growth
1 Cindervines we play a lot of creatures, this can help us to make some decent damage.

> Draw engines

This cards are not needed, we draw a ton of cards, but if you want to draw more, this are good options.
1 Elemental Bond
1 guardian project
1 Garruk's Uprising
1 Lifecrafter's Bestiary

> Tutors

1 Signal the Clans

> Equipments an auras

1 Howl of the Hunt
1 Raised by Wolves -> Howl of the Hunt is better. We do not play a lot of "Wolf", the mayority are werewolfs

>🌒 The "Cards to be revise" list

Here is the list of all the cards that I am evaluating to include in the deck. There will be added to the deck or to the removed list soon

> Removal

1 Ram Through
1 Chaos Warp
1 Nature's Way

> May be board (Good cards)

1 Ranger Class
1 Bonds of Mortality
1 Heaven // Earth
1 Zephyr Boots
1 Trailblazer's Boots

> Not included (To be checked)

1 bow of nylea
1 Press the Advantage
1 Spidersilk Net
1 Bonds of Mortality
1 Magmatic Chasm
1 Titanic Growth
1 Uncaged Fury
1 Spiteful Motives
1 Three Visits
1 Overgrowth
1 Metallic Mimic

1 Nature's Way
1 Harmonize
1 Shamanic Revelation
1 Invigorate
1 Overwhelming Stampede
1 Circuitous Route
1 Shared Animosity
1 The celestus

>🌑 The "Removed cards" list

Here is the list of all the cards that do not make it to the final cut.

> Creatures

Classic werewolf
Old werewolf tend to be weaker than the new ones.

1 Village Messenger // Moonrise Intruder is not impactfull enougth in the late game.
1 Lambholt Pacifist // Lambholt Butcher is outshined by Werewolf Pack Leader. A 3/3 for 2 manas is not bad, but it can't work alone.
1 Kessig Forgemaster // Flameheart Werewolf if you attacked with it and is blocked, the damage dealt do not prevent it for die. If it not blocked, the extra damage do not apply.
1 Gatstaf Shepherd // Gatstaf Howler intimidate is good but not enougth
1 Gatstaf Arsonists // Gatstaf Ravagers 5 mana for a 6/5 menace do not worth it

Eldrazi werewolf
In general paying for the tranform cost is not worth the boost
1 Conduit of Storms // Conduit of Emrakul
1 Smoldering Werewolf // Erupting Dreadwolf
1 Tangleclaw Werewolf // Fibrous Entangler
1 Vildin-Pack Outcast // Dronepack Kindred

Midnigth werewolf
1 tavern ruffian // tavern smasher it has no keywords, so is bad

Wolfs
1 Spirit of the Hunt is not enougth to protect the werewolves
1 Witchstalker has hexproof and can get bigger with the right oponent, but the spell should be casted in our turn to make it bigger

Wolflings
1 Masked Vandal is weak for damage, gruul is good to get read of enchantments or artifacts so it is not a must have here.
1 Adaptive Automaton +1/+1 just for werewolf do not cover wolfs.
1 Anara, Wolvid Familiar only gives indestructible in my turn.
1 Chameleon Colossus the proteccion from black is food and can be buff, but I preffer creatures that can trasnform

> Spells

Equips and auras
1 Wolfrider's Saddle, 4 mana for a 3/3 wolf that can't be blocked by one creature, and the 3 to equip, is not too good. It get better with menace
1 Mantle of the Wolf, is better to use the slot for a wolf.

// One time Spells
1 Waxing Moon gets better if you use old werewolves.
1 Nature's Claim surpassed by Outland Liberator and Afflicted Deserter

// Enchantments
1 Feed the Pack -> Lurking predators

// Not good enougth
1 Choose your weapon -> Daybreak Ranger
1 Druids’ Repository is better when playing infinite combos
1 Traverse the Ulvenwald -> Signal de clans is better in this specific deck
1 Vivien's Arkbow is to random

// just for the flavor
This cards are very flavorfull but lacks power.
1 Increasing Savagery
1 Predator's Howl

> Lands

1 Opal Palace
1 Mosswort Bridge & Spinerock Knoll are better when the creatures have bigger mana cost, and entering tapped is a big drawback in this deck.
1 Bonders' Enclave & War Room are good, but Tovolar gives us tons of cards.
1 Aether Hub is a great mana fixing but is better in 3 or more color decks, in 2 colors decks is not good.
1 Jund Panorama -> to slow is better to add more basics.

> Ramp

I preffer to ramp in creatures form for this deck
1 Exploration is expensive
1 Wolfwillow Haven cost 2 manas, thats too much.
1 Kodama's Reach & Cultivate are good but mana dorks are better
1 Explosive Vegetation is a good card to play on curve but
1 Circuitous Route

> PW

1 Arlinn, Voice of the Pack 6 mana is a lot and this do not change the game. It get better if you can play it early using ramp


> Changelog

26/9/2021:

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