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

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πŸŒ‘πŸŒ’πŸŒ“πŸŒ”πŸŒ• The Howling Moon Pack πŸŒ•πŸŒ–πŸŒ—πŸŒ˜πŸŒ‘


>🌘 Intro

> Flavor

Theme

  • This is a werewolf & wolf deck focused in dealing damage with a tons of "Small" creatures that keep appearing from nowhere.
  • The main mechanic is the "Day & Night" flipping cards that uses "Dayboun/NigthBound" keyword or have different forms of transformation
  • The second mechanic is the one provided by our commander Whenever a Wolf or Werewolf you control deals combat damage to a player, draw a card. This is a lot of hand advante if we can keep connecting blows every turn.

IMPORTANT NOTE: This is a deck that has a lot of "Double faced cards". I seriously recomend to use double sleeved cards for the modal cards. I use perfect fit hard sleeves for them. This is not necesary but it is a good advice.

> Why and why not to play this deck

Play this deck if you like...

  • ... to flip up and down double faced cards.
  • ... the werewolf and wolfs felling of furry and ferocious power.
  • ... hit quick & hard at day and get even bigger and harder at night (?)
  • ... use simple maths to make damage, but without needing to think a lot.

Do not play this deck if you...

  • ... Hate to flip cards.
  • ... do not want to use double sleeved cards.
  • ... are a borring control player that don't appreciate overwhelming stompy furries.
  • ... you want a complex planification of the match.

> How to know desing a deck like this.

My starting point when building any EDH is:

  • 1 Commander
  • 36 lands
  • 33 creatures
  • 30 Spells (8 Ramps minimum)

This deck favors aggro strategies, low mana curve, and tons of creatures so the template for this deck is divided as follows. The deck has been updated since its creation so this can be a little outdated

  • 1 Commander
  • 35 lands, favoring speed instead of colorfixing
  • 38 creatures, favoring low mana cost to hit early (Our commander gives us cards)(
  • 26 Spell, that help the evasion and army size

>πŸŒ— Mechanics and strategy

> The main strategy

Our defining mechanic: β›…Day & πŸŒ•Night

  • This deck makes use of the β›…Day // πŸŒ•Night mechanic that will help our army of wild werewolf to be transformed from their "average 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.
  • Some of the utility cards are selected to generate a bunch of wolf tokens based on the curent state of the match. Letting us recover is the field is destroyed.

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 and ofte.
  • If we have 3 or more werewolf and/or wolf at the beginning of our upkeep, he will make it night,
  • When transformed in Tovolar, the Midnight Scourge let us pump our wolf and give them trample

Our wolfpack

  • The majority 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 β›…Day & πŸŒ•Night works?

Summary
The mechanic consists 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 β›…Day.
  • Since that that moment, the cycle of day and night will be tracked all the game.
  • During the day, if a player ends their turn without casting spells, it becomes night the following turn.
  • During the night, if a player ends 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. The "Human werewolf" type in the day side. Only "Werewolf" type in the night side.
  • They always have "Daybound" and "Nightbound" keywords (each in one side). That means they are always BOUND to the DAY & NIGHT cycle.
  • When a spell with daybound/nightbound is cast the following happens:
    • In the stack, the retains all the information of the Daybound side of the card
    • When they enter the battlefield, they enter with the side that is matching the time. It won’t be transform by any means; it is always synchronized 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 are NOT BOUND to the DAY & NIGHT cycle and can be transformed even without synchrony.
  • When Tovolar, Dire Overlord transform itself, all this werewolf can be transformed because they are human.

The Weird-Wolf eldrazis

  • 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". The can be transform by paying mana at any moment.

>πŸŒ– Quick deck guide

> Ideal starting hands

OPCION 1: 3 lands that enter untapped, 3 (werewolf) of cost one, 1 mana ramp (That cost 4).
(At least one of the lands should generates red and another one green.)

  • Turn 1: Play one land and one wolf
  • Turn 2: Play the second lands and the other two wolves
  • Turn 3: Play tovolar and attack with the three wolves... excelent you know have 3 extra cards in hands
  • Turn 4: Play the ramp card to help you cast the next turn.
  • Turn 5: Attack with the 4 creatures... draw a tons of cards. After that decide if what to do with the new cards in hand.

>πŸŒ• The MoonHowler deck

> Ramp

I decided to go with a really low CMV and quick and merciless aggro. So we need to addapt our ramp to focus that goal.
We should only use ramp cards that can help us to surpass our opponents really quick and is better if we use cards like Scorned Villager that can ramp in early and attack in mid to late game. They can be found in the creature’s section, here I listed all the non-creature mana ramp I use.

Some good options

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 enters the battlefield or transform in human form, it creates a wolf token and gives us 2 lives. When it transforms in the werewolf counterpart, is a 4/4 that deals 2 damage to one opponent 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 transformed they generate 2 colorless mana.
  • Scorned Villager can be tapped to give us 1 green mana, when transformed it has vigilance and can be tapped to generate 2 green mana (Generate them after attacking 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 together 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 trample 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 attackers 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 mana 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 reduces 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 beginning 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 destroy them when attacking. It is a good idea attack with it, destroy one thing, and then, if it is blocked, sacrifice it to destroy another one.
  • Daybreak Ranger: This is our removal for creatures
  • Afflicted Deserter: When transformed it gets rid of the annoying artifacts
  • Ulrich of the Krallenhorde: When entering or becoming human, it pumps or boys, when transforming it can fight another non-werewolf creature.

Sages
The give us card advantage

Scouts
This are the sneakiest wolf of the pack

  • Kessig Prowler: Excellent 1 mana drop. When transformed is really difficult to block it. Work great with menace
  • [Removed] 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

  • Immerwolf: This card is one of the best cards ever made for synergy. It pumps ours wolfs, has intimidated, and prevent our werewolf to return to their human form. It is important to note that the eldrazi/horror werewolf cannot 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 an 8/8 that gives +4/+4 to any creature. Paired with Tovolar can help to end games really 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 careful when sending the wolves to attack, all them should go.
  • Kessig Cagebreakers: They are here to breaker cages and liberated wolf tokens all over
  • Cult of the waxing moon: Are gifting all our werewolves 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? Check...yes, even crab.

>πŸŒ” The howler's prey

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

  • Section to be added

>πŸŒ“ The Moonpack sideboard

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

> Non-Werewolf 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 werewolves, but these creatures are flavorful and useful
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 amazing but a little risky. They get better if you build a little around them.
1 Curse of bounty
1 Curse of Stalked Prey & Curse of Predation: Excelent to pump our creatures, but be aware that we make or opponents bigger.
1 Curse of opulence is too expensive to this deck
1 Curse of bloodletting
1 Curse of chaos
1 Curse of shaken faith
1 Curse of the nightly hunt

> 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 alternative

> Value enchantments

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

> Equipment and 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 majority are werewolves

> Additional combat phases

Here a list of all the cards that can be added to have several combats in the same turn
1 Fury of the Horde is excellent in this deck, we draw a tons of cards, so discarding 2 red ones is not a problem at all
1 Relentless Assault
1 Savage Beating
1 Seize the Day
1 World at War
1 Zariel, Archduke of Avernus

> Anti Life-Gain

This cards are here to avoid our opponents to gain life

>πŸŒ’ The "Cards to be revised" 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

> Not included, recently removed or to be checked

1 volcanic offering
1 Ranger Class
1 Bonds of Mortality
1 Heaven // Earth
1 Zephyr Boots
1 Trailblazer's Boots
1 Ecological Appreciation
1 Crop rotation (To finde reliquary tower)
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 Dictate of the Twin Gods
1 Nature's Way
1 Harmonize
1 Shamanic Revelation
1 Invigorate
1 Overwhelming Stampede
1 Circuitous Route
1 Shared Animosity
1 The celestus
1 Chameleon Colossus
1 Werewolf Pack Leader
1 Unnatural Moonrise
1 Feed the Pack
1 Wrap in Vigor
1 [BBD#85] Spire Garden
1 Cragcrown Pathway // Timbercrown Pathway
1 Taurean Mauler
1 Witchstalker #!Foil
1 Signal the Clans
1 Access Tunnel
1 Rampant Growth
1 Tibalt's Trickery
1 Relentless Assault
1 Emergence Zone
1 Kindred Summons
1 Lifecrafter's Bestiary
1 Fervor
1 Klothys, God of Destiny
1 Hermit of the Natterknolls // Lone Wolf of the Natterknolls #!Foil

>πŸŒ‘ 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 tends to be weaker than the new ones.
1 Village Messenger // Moonrise Intruder is not impactful enough in the late game.
1 Lambholt Pacifist // Lambholt Butcher is outshined by Werewolf Pack Leader. A 3/3 for 2 mana 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 does not apply.
1 Gatstaf Shepherd // Gatstaf Howler intimidate is good but not enough
1 Gatstaf Arsonists // Gatstaf Ravagers 5 mana for a 6/5 menace do not worth it
1 Lambholt Elder // Silverpelt Werewolf is a good creature and give us a decent ratio of cards, but it is no necesary thanks to tovolar draw engine, I choose to add 1 mana werewolves instead.

Eldrazi werewolf
In general, paying for the transform 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

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

Wolfs
1 Spirit of the Hunt is not enough to protect the werewolves
1 Witchstalker has hexproof and can get bigger with the right opponent, but the spell should be casted in our turn to make it bigger
1 Silverfur Partisan let us create tokens when our creatures are targeted. It was removed because speed and damage is better for this deck

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 protection from black is food and can be buff, but I prefer creatures that can transform

> 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 gets 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
1 Nylea, God of the Hunt: Our creatures have a lot of ways to have trample.

// Not good enough
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 flavorful 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 prefer to ramp in creature form for this deck because of the aggro.
1 Exploration is expensive
1 Wolfwillow Haven cost 2 mana, the flavor do not compensate
1 Kodama's Reach & Cultivate are good but we want to play tovolar en turn 3
1 Explosive Vegetation & Circuitous Route -> Skyshroud Claim & Frontier siege
1 Harvest Season may be a good choice

> PW

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


> ⭐☽ A darkest night (Jund)

Based on the cards that we have seen in previous sets, I’m pretty sure that we will be getting a new jund commander that can work well with this deck soon. So... here are the high synergy/theme cards

PW
Garruk relentless
Garruk, apex predator
Garruk, cursed huntsman

Werewolves
Baneblade Scoundrel
Graveyard Trespasser
Shady Traveler

Wolves
Sarulf, Realm Eater

Theme
Patriarch's Bidding

Must have
Golgari charm
Culling Ritual
Casualties of War
Binding the Old Gods
Dictate of Erebos


> ✨ Changelog

26/9/2021:

27/9/2021:
Removed

Added:

03/10/2021:
Both changes let us have our hand full of cards with no implications. Our mana base is strong enough to not suffer the fixing, and we are playing 2 colors. Ancient ziggurat is cut because is just for creatures

A little more damage.

A werewolf/wolf in a land. Perfect
1 Forrest -> Mutavault

03/10/2021:
I tried to speed up the deck mana curve. Tovolar is always our turn 3 drop so

Adding 4-mana ramps to play on curve helps us to continue droping wolfs after tovolar enters the battlefield. Both of this cards let us play a 2 drop after using them.

22/10/2021
Reducing the curve let us play early and have more impactfull gameplan. Metallic mimi in our initial hand lets us play it in turn 2 bumping tovolar in turn 3

1/11/2021
I tested the deck a lot. Starting the match with a a creature in turn 1 and a second creature in turn 2, let us draw 2 extra cards in turn 3, We play tovolar, attack a player that waste their turn ramping, and we draw 2 extra cards to fuel the deck.
Wolfir Silverheart -> young wolf
Keep an eye in Snarling Wolf and Universal Automaton

3/02/2023
I tried to to make the deck faster.

  • I added a bunch of low cost werewolfs with effects
  • The big improvement was some "Aggro-ramp" with low cost to use when I have some extra mana for more extra mana.

Removed:

Added:

7/02/2023
Removed

Added

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