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Autres
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Révision affichée: 109. There is a more recent version of this deck.
Theme
Why play this deck if you like...
Do not play this deck if you...
Our defining mechanic: â Day & đNight
Our Commander
Our wolfpack
Sumary
The mechanic consist 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
My starting point when building any EDH is:
This deck favors aggro strategies so the template to follow is divided the following way
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 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 togheter 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 againts other decks
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
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
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
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 alternativy
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 mayority are werewolfs
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 Ranger Class
1 Bonds of Mortality
1 Heaven // Earth
1 Zephyr Boots
1 Trailblazer's Boots
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
Here is the list of all the cards that do not make it to the final cut.
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
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 Druidsâ 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
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 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
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
26/9/2021:
27/9/2021:
Removed
Added:
Based on the cards that we have seen in prevous sets, I'am pretty sure that we will be getting a new jund commander that can work well with this deck soon. So... here are the high sinergy/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
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