Not sure if it goes here, but anyway I'm going to take a shot at it.
I like a lot the Werewolves that are going to come in Innistrad, so I'm trying to figure if I can build a decent aggressive deck with some of those, beginning with the cards that go for the theme.
So far this is the sketch of the decklist I have after looking throught the spoilers and card-selling sites for the lycanthropes.
(R/G)Lands: Kessig Wolf Run: Gives something to do with the extra mana you have floating around, usually pump a Werewolf for major damage, with Terror of Kruin Pass this looks very menacing.
(R/G)Creatures: Reckless Waif, Gatstaff Shepherd, Village Ironsmith: Beatsticks, these cheap guys are your infantry, the come early, and hit early for some damage.
Kruin Outlaw: Once this chick transforms, Terror of Kruin Pass could become a game ender, since she'll be helping your other Werewolves to run past your opponent's defenses.
Daybreak Ranger: Pinpoint, reusable removal.
Mayor of Avabruck: Pumps, and then chucks tokens when it goes Super Saiyan.
(R/G)Other cards: Brimstone Volley: A nasty surprise when some creature died this turn, as 5 damage straight for the dome for a mere 2R can't be better.
Full Moon's Rise: Gives the much needed trample to squash your opponents, plus you can sac it to save your army from any stupid Day of Judgment
Moonmist: Transforms your army, takes away some creatures and saves yours from combat, all in one single card.
Hunter's Insight: There were two remaining slots, so I remembered this deck could use some card draw, maybe Curse of the Stalked Prey can work in its place too.
As I haven't tested the deck yet, I don't have a clue of how it might play, I'm also leaving the most expensive Werewolves out of the card pool too, but I might be tempted to include a couple of Instigator Gangs there to give the deck more lasting power along Kessig Wolf Run.
One Drop:
Goblin Fireslinger
Goblin Arsonist
or Spikeshot Elder
Two Drop:
Stormblood Berserker
Mayor of Avabruck
Three Drop:
Daybreak Ranger
Kurin Outlaw
Four Drop:
Hero of Oxid Ridge
Instigator Gang
also:
Garruk Relentless
Kessig Cagebreakers
I run the goblins, berserker and hero of Oxid Ridge because they're aggro and faster than the werewolves. Fireslinger and Arsonist are sure to activate turn 2 Bloodthirst and if I run four of each it gives me legitimate fodder to run Goblin Grenade. Especially if I throw in a Spikeshotelder or two. 10 one-drops + 4 Goblin Grenades - don't forget this deck wants to sit around waiting for wolves to transform, so late-game one-drops that deal 5-6 damage combined are excellent.
I don't run the Village Ironsmith because I think he's too weak. I might be wrong, but I like the 3/3 berserker who forces my opponent to commit two blockers. Mayor is the key in this deck. He's excellent. He'll give everyone except the goblins +1/+1 as a human and generates wolves when he's a monster.
Kurin Outlaw and Daybreak Ranger are best three-drops for this deck. Outlaw is awesome, and I think Daybreak Ranger will perform well against flying artifacts, inkmoths and spirits as a human, and break the back of your opponents defenders as a monster.
In the four-mana slot - topping out my RDW curve, the Hero of Oxid Ridge is a human who gives everyone else +1 in a hasty attack and eliminates weenie blockers. This guy doesn't need to wait for werewolves to transform before being a beatstick. The other slot I've picked Instigator Gang who is similar to my hero but without haste. He'll give everyone +1 as a human, and make everyone freakin' awesome as a werewolf - notice he reads "attacking creatures" not "attacking werewolves" . . .
So, I could cast a turn one Goblin Fireslinger, turn on bloodlust and cast a Berserker on turn 2. Miss my 3-drop, or cast another goblin, play instigator gang on turn 4, wait a turn for him to transform - and - on turn 5 cast my Hero of Oxid Ridge - swing with a 5/1 tramply goblin, 7/3 tampling Berserker and 9/5 tramply werewolf with a 7/3 tramply Hero of Oxid Ridge who removes walls and 1/1 blockers.
Getting there on turn 5 or later with a RDW strategy seems slow, but that turn 5 is going to be pretty wicked.
I think Garruk Relentless is an awesome four-drop too - but he'll slow you down a lot more than the two red ones I've chosen - and quite a bit more expensive. I also like the Kessig Cagebreakers and I think he could make your opponents pay for killing off your goblins and two-drops if you get him.
Notice, I'm not running the Moonmist because I think I'll be running red removal (and/or green artifact hate), choosing to wait for the transform mechanic to work in my favor naturally.
Other Spells: Ramp spells, particularly the new red one, Infernal Plunge, or Rampant Growth, can get you a Hero or Instigator Gang a turn early. Of course there are red removals and green destructives that should be played as backup to help keep you on track and your opponent off his/her game (I could see Creeping Corrosion, or Into the Core being some fun tech against metalcraft shenanigans)
This will be a fun casual strategy - probably not a very competitive standard deck - but a fun one for FNM.
Reason why I am running no card draw is because you never want to play more than 1 spell per turn, so you should not have a problem, with having an empty hand. However if it does become a problem I am going to switch the garruk's instead of using a cute combat trick that will rarely ever work.
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I've found these cards to be underwhelming during tests with Werewolf Decks:
Reckless Waif
Village Ironsmith
Kruin Outlaw
Gatstaff Shepherd
Full Moon's Rise
Moonmist
If you want the reasons on each I'd be happy to explain, but the main thing is that Werewolf Hybrid Decks are an avenue worth exploring
and a rather large one at that. . .
---
Xover:
I've found Instigator Gang is hit or miss. . .
There's some interesting deck lists I've tried that use mana accel with Urabrask, the Hidden in an attempts to get out Instigator or 2 other Werewolf Cards + Moonmist out the following turn for a blowout
Also have you done any testing with Garruk yet?
I have not because he seems too fragile, but in an actual game it might go very differently
---
Shardoon:
Have you thought about Green Sun's Zenith as a 1 or 2 of in you deck to get out even more Mayor Mc Cheese?
Uh, I'd like to hear explanations for the moonmist, moonrise and kruin outlaw. These are some of the best werewolf cards and you say they're underwhelming?
I've actually got to test play with this deck with my Bant Pod in MWS. Mid range deck dont stand a chance with the speed of the RG Werewolf deck. It's way too fast when It gets 1st turn reckless something and 2nd turn mayor of avabruck. I also consider adding burn spells for removal and finishers
Without mana accel or Moonmist in hand Kruin attacks for 2 on turn 4 which probably won't be good enough when facing down things like Porcelain Legionnaire which sadly will still kill him even if you have a Mayor out at the time
Moonmist doesn't stack so pulling 3 in one game would almost guarantee you the loss
Moonmist is also basically card disadvantage in the mirror match or even against hybrids
Full Moon's Rise stacks a little better, but I've still seen it lose games when you draw into too many especially when your opponent is running exile effects or stuff like Incinerate
---
If you guys are still set on the all-in Werewolf deck I highly, highly recommend Phyrexian Metamorph
He can come into play as an already flipped card and will never flip back to human if 2 spells are played
I've found these cards to be underwhelming during tests with Werewolf Decks:
Reckless Waif
Village Ironsmith
Kruin Outlaw
Gatstaff Shepherd
Full Moon's Rise
Moonmist
If you want the reasons on each I'd be happy to explain, but the main thing is that Werewolf Hybrid Decks are an avenue worth exploring
and a rather large one at that. . .
---
Xover:
I've found Instigator Gang is hit or miss. . .
There's some interesting deck lists I've tried that use mana accel with Urabrask, the Hidden in an attempts to get out Instigator or 2 other Werewolf Cards + Moonmist out the following turn for a blowout
Also have you done any testing with Garruk yet?
I have not because he seems too fragile, but in an actual game it might go very differently
---
Shardoon:
Have you thought about Green Sun's Zenith as a 1 or 2 of in you deck to get out even more Mayor Mc Cheese?
-
Umm I have to disagree with ur underwhelming cards. In my testing moonmist and kruin outlaw have been an absolute house. Kruin when in werewolf form make all ur werewolves virtually unblockable. And instigator gang makes themm all enormous. The idea is not to ramp and unload your hand but play your humans one per turn, get enough for lethal on the field and moonmist.
You then control the field with removal or burn, and garruk daybreak ranger. Garruk in any deck I have used him has been ridiculous. Dealing with a a lot of two toughness and 2 power creatures is huge, and pumping out wolves is a huge help.
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Tried to pull away, but now I'm Back At it
Love is Emphatic, cards need to be played
Hailing from the BA, accumulating CA"
Yea, those are MTG Bars. What can I say, I am a dork
I like the hero because he gets buffed by an untransformed Mayor.
Moonmist is necessary it serves as a fog and overrun.
Green Sun's Zenith seems really good and might need to be in there, Meliria as a sideboard card seems clutch against Black Sun's Zenith, which Full Moon doesnt protect against.
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any updates on this deck? I'm creating a similar deck build. DA gave us tons of werewolves to choose from. I stronly sguuest using Hinterland Hermit. The night side is packing an auto-Lure ability which is very useful.
What about using Lead The Stampede to dig deep for creatures? It's an aggro deck, anyways.
I feel like most non-creature spells don't really work in werewolves, as you want to play as few spells as possible once you have your wolves on the board. However, something like this could be a nice exception. Wolves certainly runs enough creatures.
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I like a lot the Werewolves that are going to come in Innistrad, so I'm trying to figure if I can build a decent aggressive deck with some of those, beginning with the cards that go for the theme.
So far this is the sketch of the decklist I have after looking throught the spoilers and card-selling sites for the lycanthropes.
RG
6 Mountain
5 Forest
4 Cooperline Gorge
4 Rootbound Crag
3 Kessig Wolf Run
4 Reckless Waif
4 Village Ironsmith
4 Kruin Outlaw
4 Gatstaff Shepherd
4 Mayor of Avabruck
4 Daybreak Ranger
4 Brimstone Volley
4 Full Moon's Rise
4 Moonmist
2 Hunter's Insight
(R/G) Lands:
Kessig Wolf Run: Gives something to do with the extra mana you have floating around, usually pump a Werewolf for major damage, with Terror of Kruin Pass this looks very menacing.
(R/G) Creatures:
Reckless Waif, Gatstaff Shepherd, Village Ironsmith: Beatsticks, these cheap guys are your infantry, the come early, and hit early for some damage.
Kruin Outlaw: Once this chick transforms, Terror of Kruin Pass could become a game ender, since she'll be helping your other Werewolves to run past your opponent's defenses.
Daybreak Ranger: Pinpoint, reusable removal.
Mayor of Avabruck: Pumps, and then chucks tokens when it goes Super Saiyan.
(R/G) Other cards:
Brimstone Volley: A nasty surprise when some creature died this turn, as 5 damage straight for the dome for a mere 2R can't be better.
Full Moon's Rise: Gives the much needed trample to squash your opponents, plus you can sac it to save your army from any stupid Day of Judgment
Moonmist: Transforms your army, takes away some creatures and saves yours from combat, all in one single card.
Hunter's Insight: There were two remaining slots, so I remembered this deck could use some card draw, maybe Curse of the Stalked Prey can work in its place too.
As I haven't tested the deck yet, I don't have a clue of how it might play, I'm also leaving the most expensive Werewolves out of the card pool too, but I might be tempted to include a couple of Instigator Gangs there to give the deck more lasting power along Kessig Wolf Run.
Any suggestions?
Fan of Both old and new Slivers (But the new ones are still better anyway)
C Call of Emrakul - G vs R DD: Elves vs. Goblins - W vs B DD: Divine vs. Demonic - WUB Esper Artifice - RGW Aura Dancers
WUBRG Wrath of the Reaper King - WB Men of Faith - B Mercenaries - UB Phyrexian Assault 2.0 - WU Artifacts of Empires
BR Skeleton Warriors - RG Night of The Howlpack - B Bog Murderers - BR Eldrazi Assault - BGU Ulamog's Swarm
Goblin Fireslinger
Goblin Arsonist
or Spikeshot Elder
Two Drop:
Stormblood Berserker
Mayor of Avabruck
Three Drop:
Daybreak Ranger
Kurin Outlaw
Four Drop:
Hero of Oxid Ridge
Instigator Gang
also:
Garruk Relentless
Kessig Cagebreakers
I run the goblins, berserker and hero of Oxid Ridge because they're aggro and faster than the werewolves. Fireslinger and Arsonist are sure to activate turn 2 Bloodthirst and if I run four of each it gives me legitimate fodder to run Goblin Grenade. Especially if I throw in a Spikeshotelder or two. 10 one-drops + 4 Goblin Grenades - don't forget this deck wants to sit around waiting for wolves to transform, so late-game one-drops that deal 5-6 damage combined are excellent.
I don't run the Village Ironsmith because I think he's too weak. I might be wrong, but I like the 3/3 berserker who forces my opponent to commit two blockers. Mayor is the key in this deck. He's excellent. He'll give everyone except the goblins +1/+1 as a human and generates wolves when he's a monster.
Kurin Outlaw and Daybreak Ranger are best three-drops for this deck. Outlaw is awesome, and I think Daybreak Ranger will perform well against flying artifacts, inkmoths and spirits as a human, and break the back of your opponents defenders as a monster.
In the four-mana slot - topping out my RDW curve, the Hero of Oxid Ridge is a human who gives everyone else +1 in a hasty attack and eliminates weenie blockers. This guy doesn't need to wait for werewolves to transform before being a beatstick. The other slot I've picked Instigator Gang who is similar to my hero but without haste. He'll give everyone +1 as a human, and make everyone freakin' awesome as a werewolf - notice he reads "attacking creatures" not "attacking werewolves" . . .
So, I could cast a turn one Goblin Fireslinger, turn on bloodlust and cast a Berserker on turn 2. Miss my 3-drop, or cast another goblin, play instigator gang on turn 4, wait a turn for him to transform - and - on turn 5 cast my Hero of Oxid Ridge - swing with a 5/1 tramply goblin, 7/3 tampling Berserker and 9/5 tramply werewolf with a 7/3 tramply Hero of Oxid Ridge who removes walls and 1/1 blockers.
Getting there on turn 5 or later with a RDW strategy seems slow, but that turn 5 is going to be pretty wicked.
I think Garruk Relentless is an awesome four-drop too - but he'll slow you down a lot more than the two red ones I've chosen - and quite a bit more expensive. I also like the Kessig Cagebreakers and I think he could make your opponents pay for killing off your goblins and two-drops if you get him.
Notice, I'm not running the Moonmist because I think I'll be running red removal (and/or green artifact hate), choosing to wait for the transform mechanic to work in my favor naturally.
Other Spells: Ramp spells, particularly the new red one, Infernal Plunge, or Rampant Growth, can get you a Hero or Instigator Gang a turn early. Of course there are red removals and green destructives that should be played as backup to help keep you on track and your opponent off his/her game (I could see Creeping Corrosion, or Into the Core being some fun tech against metalcraft shenanigans)
This will be a fun casual strategy - probably not a very competitive standard deck - but a fun one for FNM.
4 Mayor of Avabruck
4 Reckless Waif
4 Kruin Outlaw
4 Instigator Gang
3 Gastaf Shephard
3 Daybreak Ranger
2 Village Ironsmith
Planeswalker
2 Garruk Relentless
4 Moonmist
4 Dismember
2 Full Moon's Rise
Lands (24)
4 Rootbound Crag
4 Copperline Gorge
4 Kessing Wolf Run
7 Mountain
5 Forest
4 Kessig Cagebreaker
4 Naturalize
3 Slagstorm
4 Beast Within
Here is my version of the deck.
Reason why I am running no card draw is because you never want to play more than 1 spell per turn, so you should not have a problem, with having an empty hand. However if it does become a problem I am going to switch the garruk's instead of using a cute combat trick that will rarely ever work.
Tried to pull away, but now I'm Back At it
Love is Emphatic, cards need to be played
Hailing from the BA, accumulating CA"
I've found these cards to be underwhelming during tests with Werewolf Decks:
Reckless Waif
Village Ironsmith
Kruin Outlaw
Gatstaff Shepherd
Full Moon's Rise
Moonmist
If you want the reasons on each I'd be happy to explain, but the main thing is that Werewolf Hybrid Decks are an avenue worth exploring
and a rather large one at that. . .
---
Xover:
I've found Instigator Gang is hit or miss. . .
There's some interesting deck lists I've tried that use mana accel with Urabrask, the Hidden in an attempts to get out Instigator or 2 other Werewolf Cards + Moonmist out the following turn for a blowout
Also have you done any testing with Garruk yet?
I have not because he seems too fragile, but in an actual game it might go very differently
---
Shardoon:
Have you thought about Green Sun's Zenith as a 1 or 2 of in you deck to get out even more Mayor Mc Cheese?
-
4th place at CCC&G Pro Tour
Chances of bad hands (<2 or >4 land):
21: 28.9%
22: 27.5%
23: 26.3%
24: 25.5%
25: 25.1%
26: 25.3%
Without mana accel or Moonmist in hand Kruin attacks for 2 on turn 4 which probably won't be good enough when facing down things like Porcelain Legionnaire which sadly will still kill him even if you have a Mayor out at the time
Moonmist doesn't stack so pulling 3 in one game would almost guarantee you the loss
Moonmist is also basically card disadvantage in the mirror match or even against hybrids
Full Moon's Rise stacks a little better, but I've still seen it lose games when you draw into too many especially when your opponent is running exile effects or stuff like Incinerate
---
If you guys are still set on the all-in Werewolf deck I highly, highly recommend Phyrexian Metamorph
He can come into play as an already flipped card and will never flip back to human if 2 spells are played
Source: http://forums.mtgsalvation.com/showthread.php?p=7316976#post7316976
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Umm I have to disagree with ur underwhelming cards. In my testing moonmist and kruin outlaw have been an absolute house. Kruin when in werewolf form make all ur werewolves virtually unblockable. And instigator gang makes themm all enormous. The idea is not to ramp and unload your hand but play your humans one per turn, get enough for lethal on the field and moonmist.
You then control the field with removal or burn, and garruk daybreak ranger. Garruk in any deck I have used him has been ridiculous. Dealing with a a lot of two toughness and 2 power creatures is huge, and pumping out wolves is a huge help.
Tried to pull away, but now I'm Back At it
Love is Emphatic, cards need to be played
Hailing from the BA, accumulating CA"
4 Rootbound Crag
2 Kessig Wolf Run
5 Forest
9 Mountain
4 Reckless Waif
4 Gatstaff Shepard
4 Mayor of Avabruck
4 Kurin Outlaw
4 Daybreak Ranger
2 Hero of Oxid Ridge
4 Moonmist
4 Full Moon's Rise
4 Incinerate
4 Ancient Grudge
My crack at it, not sure on the sideboard.
I like the hero because he gets buffed by an untransformed Mayor.
Moonmist is necessary it serves as a fog and overrun.
Green Sun's Zenith seems really good and might need to be in there, Meliria as a sideboard card seems clutch against Black Sun's Zenith, which Full Moon doesnt protect against.
4 Birds of Paradise
4 Mayor of Avabruck
4 Reckless Waif
3 Kruin Outlaw
3 Daybreak Ranger
3 Instigator Gang
Spells:
4 Moonmist
3 Noxious Revival
3 Fool Moon’s Rise
1 Blasphemous Act
3 Incinerate
2 Beast Within
3 Garruk Relentless
3 Copperline Gorge
4 Rootbound Crag
2 Kessig Wolf Run
6 Forest
5 Mountain
2 Acidic Slime
2 Autumn’s Veil
3 Naturalize
2 Creeping Corrosion
3 Dismember
2 Arc Trail
Take the Magic: The Gathering 'What Color Are You?' Quiz.
Currently playing...
Standard: WG Spirit Tokens
Legacy: White Weenie
Pauper: Monoblack Infect Recursion
Creatures:
4x Reckless Waif
4x Wolfbitten Captive
4x Mayor Of Avabruck
4x Immerwolf
4x Daybreak Ranger
3x Huntmaster Of The Fells
Planeswalkers:
3x Garruk Rentless
Spells:
4x Full Moon's Rise
4x Moonmist
2x Brimstone Volley
Lands:
2x Kessig Wolf Run
4x Copperline Gorge
4x Rootbound Craig
7x Forest
7x Mountain
Sideboard:
2x Ancient Grudge
3x Autumn's Veil
3x Incinerate
3x Naturalize
4x Village Ironsmith
I feel like most non-creature spells don't really work in werewolves, as you want to play as few spells as possible once you have your wolves on the board. However, something like this could be a nice exception. Wolves certainly runs enough creatures.