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Theme
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.
Play this deck if you like...
Do not play this deck if you...
My starting point when building any EDH is:
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 The deck has been updated since its creation so this can be a little outdated
Our defining mechanic: ⛅Day & 🌕Night
Our Commander
Our wolfpack
Summary
The mechanic consists in the following:
Complete explanation
This section is necessary because WOTC has several issues with the new set mechanics. So...
The Wolf-Wolf
The Bound-Wolf
The Free-Wolf
The Weird-Wolf eldrazis
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.)
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 best werewolf in the pack
This cards is so good that I have to keep it in its own category.
Harbingers
This are the wolfs that generate mana for us to cast or bigger spells
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.
Liege
This are the creatures that bring any good utility to our werewolves
Hunters
They are the best removal
Sages
The give us card advantage
Scouts
This are the sneakiest wolf of the pack
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
Cult of the wolf
Several times we need help of non-werewolf, non-wolf friends, and here is why
This section is meant to be use to explain how to play against other decks
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
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
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
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
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
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.
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
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
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
This cards are here to avoid our opponents to gain life
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
1 Ram Through
1 Chaos Warp
1 Nature's Way
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
Here is the list of all the cards that do not make it to the final cut.
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
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
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.
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
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
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
Theme
Patriarch's Bidding
Must have
Golgari charm
Culling Ritual
Casualties of War
Binding the Old Gods
Dictate of Erebos
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.
Removed:
Added:
7/02/2023
Removed
Added
To check
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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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Additional Probabilities |
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Score | Card Name | Type | Mana | Rarity | Salt |
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» | Revision 139 | February 9, 2023 | Greyluck | |||
Revision 138 | February 7, 2023 | Greyluck | ||||
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Revision 120 | October 19, 2021 | Greyluck | ||||
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Revision 109 | October 2, 2021 | Greyluck | ||||
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Revision 107 | October 2, 2021 | Greyluck | ||||
Revision 106 | September 27, 2021 | Greyluck | ||||
Revision 105 | September 27, 2021 | Greyluck | ||||
Revision 102 | September 27, 2021 | Greyluck | ||||
Reivision final
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