unless u can find the ruling that isnt right..or it wouldnt say werewolf in the creature type..it would say human rogue on one side..werewolf on the other..it says..werewolf on both sides..
Nothing in this game is degenerate or completely dominant. They haven't banned anything in standard in a long, long time. Hell they should have banned affinity right away, but they didn't until boxed sales collapsed too. Hasbro had to come in and fire people.
I'll enjoy watching all the whiners eat crow monday.
I suggest you read the cards then. FMR's does not pump humans only werewolves. You will not be getting any help from Full Moon's Rise if you are not in werewolf form. You cannot get pump from it, and you cannot get trample from it, and most importantly you cannot regenerate your humans.
It is a good card, but not a good card mainboard.
Your comparison to Honor of Pure is only half right. Mainly because FMR's will only work when you reach a certain condition. Honor of the pure gives a benefit to white decks all the time.
At first I agreed with you because that is what I originally though, but since all Human creatures in the Werewolf tribe are also Werewolf subtypes before flipped, shouldn't they also get the pump? Look at their description. All of them say "Human XXXX Werewolf"
Mayor, Waif etc. Might want to check the rulings to make sure.
At first I agreed with you because that is what I originally though, but since all Human creatures in the Werewolf tribe are also Werewolf subtypes before flipped, shouldn't they also get the pump? Look at their description. All of them say "Human XXXX Werewolf"
Mayor, Waif etc. Might want to check the rulings to make sure.
Doing that as we speak right now to get the clarification, and if I am wrong then my re assumption of Full Moon's rise is different.
I just thought that human meant human side, Werewolf meant werewolf side.
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exactly..I mean if it didnt work on the day side..id totally agree with u guys and id sideboard it..but as far as i can see ..it works on them..which is great cause we need the pump on them while we are waiting for them to change..and besides..it would have to be able to Regenerate the human side..do u seriously put it face down in the grave yard?
Ok, so it pumps on both sides. This does not alleviate the issues raised by Bobwayne and Xover about it being a dead card against certain decks, does it? I don't have an opinion, it just sounds like two different discussions are going on. From the way I understood what they wrote, the issues the card raised for them had nothing to do with an extra 1 power. I'd like to make sure we know the value of the card.
Look at the type line on each side. You'll notice the human side is a Human Werewolf and the werewolf side is a Werewolf. Every werewolf does this (although some will have extra subtypes on one of the sides). Let me quickly explain why we chose to make a Werewolf creature type and why it appears on both sides.
Nothing in this game is degenerate or completely dominant. They haven't banned anything in standard in a long, long time. Hell they should have banned affinity right away, but they didn't until boxed sales collapsed too. Hasbro had to come in and fire people.
I'll enjoy watching all the whiners eat crow monday.
How is it a dead card..as I stated before..it works as honor the pure would..stack a few of these..and then we dont have to rely so much on the flip..
What I'm saying is 2 posters brought up issues with the card on pages 20-21 that were not relevant to the +1 power. I don't know how or why, I do not have my cards yet. I was just trying to make sure we were all on the same page.
but they werent making relevant ..they were saying the card was bad..and a dead card..due to not understanding the cards significance
but now this just came to me..if what im saying is true..then when the mayor is flipped..the day sides would still get the +1 from him as well..since he says other werewolves get +1
Basically, with a Full Moon's Rise out, a Mayor is a 2/2 that gives everything else a 1/1 in Human form, and essentially this is why I agree with Superman8 in why this is a great main board card for this tribe, it's our Honor of the Pure, and when we flip we can Sac it and regen Werewolves from removal. Really not a dead card by any means.
Basically, with a Full Moon's Rise out, a Mayor is a 2/2 that gives everything else a 1/1 in Human form, and essentially this is why I agree with Superman8 in why this is a great main board card for this tribe, it's our Honor of the Pure, and when we flip we can Sac it and regen Werewolves from removal. Really not a dead card by any means.
Thank you..its the same reason I said earlier a few pages back that SB FMR was crazy..in no way is this card a dead card..or not good against certain decks..we always want to have bigger creatures..this deck is a beat down deck..we have the pump and trample..and burn spells to get things out of our way..
Ok, so it pumps on both sides. This does not alleviate the issues raised by Bobwayne and Xover about it being a dead card against certain decks, does it? I don't have an opinion, it just sounds like two different discussions are going on. From the way I understood what they wrote, the issues the card raised for them had nothing to do with an extra 1 power. I'd like to make sure we know the value of the card.
It seems too me people want to still be aggressive while it is in human form which is not the worst idea in the world, but I give pause to that idea because again the bump in power does not give a bump in toughness, so our creatures are still very vulnerable to smaller creatures blocking and killing our creatures with the only way to say them is saccing the FMR.
Against creature heavy aggro decks, that does not seem as profitable as running removal or burn spells in the four places Fool Moon's Rise occupy.
Against control decks they are boss, but the meta is shaping up to be heavy with fast aggro with Mono Red, Tempered Steel, Wolf Run Red, Illusions, humans are all becoming the big decks in standard.
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It seems too me people want to still be aggressive while it is in human form which is not the worst idea in the world, but I give pause to that idea because again the bump in power does not give a bump in toughness, so our creatures are still very vulnerable to smaller creatures blocking and killing our creatures with the only way to say them is saccing the FMR.
Against creature heavy aggro decks, that does not seem as profitable as running removal or burn spells in the four places Fool Moon's Rise occupy.
Against control decks they are boss, but the meta is shaping up to be heavy with fast aggro with Mono Red, Tempered Steel, Wolf Run Red, Illusions, humans are all becoming the big decks in standard.
My meta has a lot of fast aggro decks..so that is why i need FMR so that way my creatures stay bigger...I understand that we still need burn spells..as I put 9 burn spells in there..I also said we could even just run 3 FMR..my only point is that the card deserves a spot MB..also what we lack in the toughness pump..we just burn away the threats..
I picked up a SCG Premium account for the hell of it, as I am going to be in a waiting room all day.
Patrick Chapin posted a list in his "The Innovator's Guide To Innistrad Standard: Part 2" article. His deck is R/G. His creature list includes 4 Birds and 4 each of the standard wolves. No Shepherd or Ironsmith, etc.
His spells are 2 Ancient Grudge, 3 Dismember, 3 Incinerate, and 4 Moonmist. He runs 24 land with 1 Wolf Run.
He made it a point to note that the lists are raw and highly subject to change. I just wanted to get the info out there. He says he thinks the deck will eventually be tier 2. It's not against rules to share this info is it?
Full Moon's Rise is crazy good, period. Sideboard what? 3-4 MD. 0 SB. The benefits are all relevant, and the fact that it works on the day side is what makes it awesome.
I'm coming around on Daybreak Ranger. I still don't like it all that much, since we want all our guys to be at least solid on the day side and he really just seems irrelevant against lots of things on that side.
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How is it a dead card..as I stated before..it works as honor the pure would..stack a few of these..and then we dont have to rely so much on the flip..
Are you serious? It works like honor of the pure?
Not at all. Honor of the pure makes weenies scary and unable to be killed by some early burn if it drops early enough with a parish that has counters.
FMR doesn't do that...at all. +1 is great. Too bad it isn't to toughness. Honestly if I coudl still run Leyline I'd put those maindeck before FMR. We have Wolf Run, why do we need the +1 and trample? It's not like it makes our humans that much better.
Oh, our 1/1 becomes a 2/1, our 2/2 becomes a 3/2, our 2/3 becomes a 3/3. It's not that big of a boost, and it's a spell and you say you want to play more creatures than spells...why on earth would you want to be dropping spells turn 2 instead of a werewolf?
Don't compare a new, untested card to a old, great white card that has proven itself in weenie decks since it has come out. FMR is nothing like Honor of the Pure in any way. At all. It's regen and a constant Wolf Run boost to your guys. I'd rather just play good spells, keep it in the sideboard against control, and pump werewolves with Wolf Run so I don't increase my spell count for the turn and they can stay transformed and I can topdeck things that are actually good if I drop them late in the game.
Edit: I'm reading more and it makes no sense to me. Someone thinks Full Moon's Rise deserves a 4 MD slot before Daybreak Ranger? Are you SERIOUS? Full Moon's Rise doesn't do ANYTHING for humans. Why on earth are you swinging with your humans instead of trying to flip them? If they can't get through safely why would you swing? They won't get in any more safely with a +1 on power in case you guys didn't realize that. They will still die super easily, but they MIGHT get in for an extra 1-2 per wolf. Man that's really good...if we were playing a great burn deck that could drop them easily from anything.
You are relying way, WAY to much on full moon's rise. I've had an SCG premium account for awhile and they don't really like their decklists being shared early, so I won't do that, but kibler made a deck based around Daybreak Ranger and has already made close to a hundred dollars on profit for buying them 200 of them at a dollar each (with shipping factored in).
If you think Daybreak Ranger is bad then you have to seriously re-evaluate the metagame and realize that any deck that runs birds get massacred by it, temepered steel gets seriously hurt by it, and that is just on the day side? There are ZERO cons to Nightfall Predator. It can kill a majority of the metagame on your opponents turn? How is that bad at all?!? Full Moon's Rise is better than a card that gimps decks?!? That makes zero sense to me. Like, absolutely none.
I posted my decklist. I test my decklist daily. 3 FMR belong in the sideboard. That's it.
What in the world are you putting it maindeck for? Seriously, give me a better reason that "+1 all the time and trample" because you side it in for the regen since that's dead against a lot of decks.
I also think it's funny that if you did look at Chapins werewolf list, the closest one in this topic is the one WITHOUT FULL MOONS RISE MAINDECK (mine and Xovers).
He also has Grudge and Dismember MD, and if you took those out for burn and put the grudges in the SB so you have 4...seems close to mine again, doesn't it?
I think that what Bobwayne is trying to say is that FMR is not relevant in a meta that is becoming more aggressive. Werewolves maybe considered aggressive against Control Variants but the fact is that we are really more midrange.
Add to the fact that we usually don't want to do anything on our turn (Except a Planeswalker or adding a threat), FMR becomes a winmore card, especially since we have Kessing Wolf Run to push for the trample. Sure, the regen is good but it does nothing for our toughness and a removal aimed at one Werewolf means we have to sac the FMR anyway and we lose trample to the boot, which makes it... not that good.
As a midrange deck, we attempt to stick one or two threats, then use our instants to get rid of obstacles to our victory while holding back cards to avoid overextending. That is how Werewolves should be played.
However, I really had to get past the fact that his tone irked me in order to see the bigger picture. There's really no need to be so rude on a forum. We're all working to reach the same goals, after all.
I think that what Bobwayne is trying to say is that FMR is not relevant in a meta that is becoming more aggressive. Werewolves maybe considered aggressive against Control Variants but the fact is that we are really more midrange.
Add to the fact that we usually don't want to do anything on our turn (Except a Planeswalker or adding a threat), FMR becomes a winmore card, especially since we have Kessing Wolf Run to push for the trample. Sure, the regen is good but it does nothing for our toughness and a removal aimed at one Werewolf means we have to sac the FMR anyway and we lose trample to the boot, which makes it... not that good.
As a midrange deck, we attempt to stick one or two threats, then use our instants to get rid of obstacles to our victory while holding back cards to avoid overextending. That is how Werewolves should be played.
However, I really had to get past the fact that his tone irked me in order to see the bigger picture. There's really no need to be so rude on a forum. We're all working to reach the same goals, after all.
I realize that my tone was one devoid of kindness, but I feel I have to take a stance that shows FMR is not good maindeck since I already tried to explain before in posts FULL of kindness that it's a bad card MD, and yet people still don't explain why they would play it as a 3 of MD other than "it pumps them up whether they are on the day side or not!" and yet I explained numerous times why it's not good MD but is great in the sideboard.
I posted on page 15ish that the deck is midrange, and that we will have to not empty our hands.
I am happily trying to achieve the best, most consistent werewolf deck...and I have stated why FMR doesn't belong in that list.
Bobwayne: current meta is FULL of Ratchet Bomb, Day of Judgement and all sort of mass removal. So far, control is rulling meta, and FMR is the answer for that, so a MD! card, just because it's really probable to face many control decks on the run.
Also, even if you don't face control in some games, FMR still provides +1/+0 and Trample. It's never a dead card. Nough said.
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Bobwayne: current meta is FULL of Ratchet Bomb, Day of Judgement and all sort of mass removal. So far, control is rulling meta, and FMR is the answer for that, so a MD! card, just because it's really probable to face many control decks on the run.
Also, even if you don't face control in some games, FMR still provides +1/+0 and Trample. It's never a dead card. Nough said.
See I have the same opinion about Rise. But I have a feeling Bob is the only one in this thread that's actually speaking from experience with the card (I sure ain't).
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Bobwayne: current meta is FULL of Ratchet Bomb, Day of Judgement and all sort of mass removal. So far, control is rulling meta, and FMR is the answer for that, so a MD! card, just because it's really probable to face many control decks on the run.
Also, even if you don't face control in some games, FMR still provides +1/+0 and Trample. It's never a dead card. Nough said.
Oh, control is the meta eh? (before looking at that, I want you to think about how you just defined an entire metagame of Magic:The Gathering after 1 SCG Open and the Philladelphia Grudge match, and think about how utterly ridiculous it is that you claim you realize the metagame right now and how you think FMR completely counters it since it's "all control" (lol at all top 8 decks being control RIGHT?!?))
You know what else isn't a dead card? Acidic slime! You can always blow up a land right?! That makes it really good! In goes 4 slime!
Have you even played with the card? Honestly? I've playtested this deck countless times, posted revisions in this thread, taken into account PROFFESSIONAL ADVICE before making the choice of what to run with, and you tell me you just broke open the newly defined control metagame with R/G werewolves and 4 MD Full Moon's Rise.
I really, really don't believe you. I already gave my SB tech for Ratchet bomb and Pod, so what's your tech for MD FMR? I have SB answers for ratchet bomb and I have SB answers for day of judgement, and my maindeck isn't gimped because of it.
So I started my deck off as R/G but found it a little to vulnerable and inconsistent. So I decided to add blue for counter magic and phantasmal image and incidentally took out almost all the werewolves except daybreak ranger and the mayor. However that being said I would still classify this as a werewolf deck as it still plays the same. Its really unfortunate that most of the other werewolves suck at the moment, at least until dark ascension comes out. snapcaster mage but I can't really find space at the moment it's counter productive but still a good card and a human for what its worth.
Btw why do people get butthurt about tone of voice on forums. Is it really thatbad that someone is kind of rude. Its the internet people, do not take anything so personal.
Ok back to the discussion.
It seems people have different opinions on how the wolfs should be played. Some people want to attack aggro decks with the human sides and put constant pressure and as an aggro player I can see that point of view. But there is no need to against aggro decks for a couple reasons. 1 your humans to do not have the toughnes to survive said attacks, two your opening yourself up to the back lash.
In all my testing I needed but one swing with my wolves for the win. Attacking with the humans side is just not profitable. It survives best by putting a creature on the field per turn, then using moonmist and swing for win.
The full moons rise does not lend itself to neccessity for that to happen against aggro. It works better to have those slots open for spells to remove threats so you do not take a boat load of damage.
What bobwayne is arguing is that full moons rise, with a meta heavy with fast aggro (I laughed myself silly when people were saying it was a heavy control meta which if anyone follows coverage of any of the tourneys knows that to be false) fool moons rise does not meet the needs of this deck to fuction as it should which is mid range
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How are you so seriously dense when someone told you to specifically look at the card. How can you criticize something that you know nothing about?
Here, let me do it for you since you're so lazy:
Creature - Human Rogue Werewolf 1/1, R (1)
Who's eating crow?
At first I agreed with you because that is what I originally though, but since all Human creatures in the Werewolf tribe are also Werewolf subtypes before flipped, shouldn't they also get the pump? Look at their description. All of them say "Human XXXX Werewolf"
Mayor, Waif etc. Might want to check the rulings to make sure.
http://forums.mtgsalvation.com/showthread.php?t=350501
Doing that as we speak right now to get the clarification, and if I am wrong then my re assumption of Full Moon's rise is different.
I just thought that human meant human side, Werewolf meant werewolf side.
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http://www.wizards.com/magic/magazine/article.aspx?x=mtg/daily/mm/158
Who's eating crow?
What I'm saying is 2 posters brought up issues with the card on pages 20-21 that were not relevant to the +1 power. I don't know how or why, I do not have my cards yet. I was just trying to make sure we were all on the same page.
but now this just came to me..if what im saying is true..then when the mayor is flipped..the day sides would still get the +1 from him as well..since he says other werewolves get +1
http://forums.mtgsalvation.com/showthread.php?t=350501
Thank you..its the same reason I said earlier a few pages back that SB FMR was crazy..in no way is this card a dead card..or not good against certain decks..we always want to have bigger creatures..this deck is a beat down deck..we have the pump and trample..and burn spells to get things out of our way..
It seems too me people want to still be aggressive while it is in human form which is not the worst idea in the world, but I give pause to that idea because again the bump in power does not give a bump in toughness, so our creatures are still very vulnerable to smaller creatures blocking and killing our creatures with the only way to say them is saccing the FMR.
Against creature heavy aggro decks, that does not seem as profitable as running removal or burn spells in the four places Fool Moon's Rise occupy.
Against control decks they are boss, but the meta is shaping up to be heavy with fast aggro with Mono Red, Tempered Steel, Wolf Run Red, Illusions, humans are all becoming the big decks in standard.
Tried to pull away, but now I'm Back At it
Love is Emphatic, cards need to be played
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My meta has a lot of fast aggro decks..so that is why i need FMR so that way my creatures stay bigger...I understand that we still need burn spells..as I put 9 burn spells in there..I also said we could even just run 3 FMR..my only point is that the card deserves a spot MB..also what we lack in the toughness pump..we just burn away the threats..
Patrick Chapin posted a list in his "The Innovator's Guide To Innistrad Standard: Part 2" article. His deck is R/G. His creature list includes 4 Birds and 4 each of the standard wolves. No Shepherd or Ironsmith, etc.
His spells are 2 Ancient Grudge, 3 Dismember, 3 Incinerate, and 4 Moonmist. He runs 24 land with 1 Wolf Run.
He made it a point to note that the lists are raw and highly subject to change. I just wanted to get the info out there. He says he thinks the deck will eventually be tier 2. It's not against rules to share this info is it?
I'm coming around on Daybreak Ranger. I still don't like it all that much, since we want all our guys to be at least solid on the day side and he really just seems irrelevant against lots of things on that side.
Remember, kids: Never fight with Flashback, 'cause Flashback always wins.
Are you serious? It works like honor of the pure?
Not at all. Honor of the pure makes weenies scary and unable to be killed by some early burn if it drops early enough with a parish that has counters.
FMR doesn't do that...at all. +1 is great. Too bad it isn't to toughness. Honestly if I coudl still run Leyline I'd put those maindeck before FMR. We have Wolf Run, why do we need the +1 and trample? It's not like it makes our humans that much better.
Oh, our 1/1 becomes a 2/1, our 2/2 becomes a 3/2, our 2/3 becomes a 3/3. It's not that big of a boost, and it's a spell and you say you want to play more creatures than spells...why on earth would you want to be dropping spells turn 2 instead of a werewolf?
Don't compare a new, untested card to a old, great white card that has proven itself in weenie decks since it has come out. FMR is nothing like Honor of the Pure in any way. At all. It's regen and a constant Wolf Run boost to your guys. I'd rather just play good spells, keep it in the sideboard against control, and pump werewolves with Wolf Run so I don't increase my spell count for the turn and they can stay transformed and I can topdeck things that are actually good if I drop them late in the game.
Edit: I'm reading more and it makes no sense to me. Someone thinks Full Moon's Rise deserves a 4 MD slot before Daybreak Ranger? Are you SERIOUS? Full Moon's Rise doesn't do ANYTHING for humans. Why on earth are you swinging with your humans instead of trying to flip them? If they can't get through safely why would you swing? They won't get in any more safely with a +1 on power in case you guys didn't realize that. They will still die super easily, but they MIGHT get in for an extra 1-2 per wolf. Man that's really good...if we were playing a great burn deck that could drop them easily from anything.
You are relying way, WAY to much on full moon's rise. I've had an SCG premium account for awhile and they don't really like their decklists being shared early, so I won't do that, but kibler made a deck based around Daybreak Ranger and has already made close to a hundred dollars on profit for buying them 200 of them at a dollar each (with shipping factored in).
If you think Daybreak Ranger is bad then you have to seriously re-evaluate the metagame and realize that any deck that runs birds get massacred by it, temepered steel gets seriously hurt by it, and that is just on the day side? There are ZERO cons to Nightfall Predator. It can kill a majority of the metagame on your opponents turn? How is that bad at all?!? Full Moon's Rise is better than a card that gimps decks?!? That makes zero sense to me. Like, absolutely none.
I posted my decklist. I test my decklist daily. 3 FMR belong in the sideboard. That's it.
What in the world are you putting it maindeck for? Seriously, give me a better reason that "+1 all the time and trample" because you side it in for the regen since that's dead against a lot of decks.
I also think it's funny that if you did look at Chapins werewolf list, the closest one in this topic is the one WITHOUT FULL MOONS RISE MAINDECK (mine and Xovers).
He also has Grudge and Dismember MD, and if you took those out for burn and put the grudges in the SB so you have 4...seems close to mine again, doesn't it?
Add to the fact that we usually don't want to do anything on our turn (Except a Planeswalker or adding a threat), FMR becomes a winmore card, especially since we have Kessing Wolf Run to push for the trample. Sure, the regen is good but it does nothing for our toughness and a removal aimed at one Werewolf means we have to sac the FMR anyway and we lose trample to the boot, which makes it... not that good.
As a midrange deck, we attempt to stick one or two threats, then use our instants to get rid of obstacles to our victory while holding back cards to avoid overextending. That is how Werewolves should be played.
However, I really had to get past the fact that his tone irked me in order to see the bigger picture. There's really no need to be so rude on a forum. We're all working to reach the same goals, after all.
Do you mean this from a strategic perspective or a rules perspective? It saves against Day of Judgment, but maybe that's not relevant?
Remember, kids: Never fight with Flashback, 'cause Flashback always wins.
I realize that my tone was one devoid of kindness, but I feel I have to take a stance that shows FMR is not good maindeck since I already tried to explain before in posts FULL of kindness that it's a bad card MD, and yet people still don't explain why they would play it as a 3 of MD other than "it pumps them up whether they are on the day side or not!" and yet I explained numerous times why it's not good MD but is great in the sideboard.
I posted on page 15ish that the deck is midrange, and that we will have to not empty our hands.
I am happily trying to achieve the best, most consistent werewolf deck...and I have stated why FMR doesn't belong in that list.
I already stated why it doesn't help strategically, I realized from the beginning that they got the bonus no matter what. Not a big deal to me.
It's very relevant that they can regen through DoJ...which is why it should be a great card to have in the sideboard, right?
Also, even if you don't face control in some games, FMR still provides +1/+0 and Trample. It's never a dead card. Nough said.
See I have the same opinion about Rise. But I have a feeling Bob is the only one in this thread that's actually speaking from experience with the card (I sure ain't).
Remember, kids: Never fight with Flashback, 'cause Flashback always wins.
Oh, control is the meta eh? (before looking at that, I want you to think about how you just defined an entire metagame of Magic:The Gathering after 1 SCG Open and the Philladelphia Grudge match, and think about how utterly ridiculous it is that you claim you realize the metagame right now and how you think FMR completely counters it since it's "all control" (lol at all top 8 decks being control RIGHT?!?))
Yeah...
http://sales.starcitygames.com//deckdatabase/season_summary.php?event=43
right...
You know what else isn't a dead card? Acidic slime! You can always blow up a land right?! That makes it really good! In goes 4 slime!
Have you even played with the card? Honestly? I've playtested this deck countless times, posted revisions in this thread, taken into account PROFFESSIONAL ADVICE before making the choice of what to run with, and you tell me you just broke open the newly defined control metagame with R/G werewolves and 4 MD Full Moon's Rise.
I really, really don't believe you. I already gave my SB tech for Ratchet bomb and Pod, so what's your tech for MD FMR? I have SB answers for ratchet bomb and I have SB answers for day of judgement, and my maindeck isn't gimped because of it.
4 forest
3 mountain
4 island
4 copperline gorge
4 hinterland harbor
4 sulfur falls
1 kessig wolf run
Creatures 13
1 Consecrated Sphinx
3 Phantasmal Image
4 Daybreak Ranger
4 Mayor of Avabruck
1 thrun, the last troll
2 Beast Within
2 Dismember
3 Garruk Relentless
4 Mana Leak
2 Mental Misstep
2 Negate
4 Shock
4 Think Twice
3 Ancient Grudge
4 grim lavamancer
2 Flashfreeze
2 Nihil Spellbomb
1 Thrun, the Last Troll
1 naturalize
2 mental misstep
Ok back to the discussion.
It seems people have different opinions on how the wolfs should be played. Some people want to attack aggro decks with the human sides and put constant pressure and as an aggro player I can see that point of view. But there is no need to against aggro decks for a couple reasons. 1 your humans to do not have the toughnes to survive said attacks, two your opening yourself up to the back lash.
In all my testing I needed but one swing with my wolves for the win. Attacking with the humans side is just not profitable. It survives best by putting a creature on the field per turn, then using moonmist and swing for win.
The full moons rise does not lend itself to neccessity for that to happen against aggro. It works better to have those slots open for spells to remove threats so you do not take a boat load of damage.
What bobwayne is arguing is that full moons rise, with a meta heavy with fast aggro (I laughed myself silly when people were saying it was a heavy control meta which if anyone follows coverage of any of the tourneys knows that to be false) fool moons rise does not meet the needs of this deck to fuction as it should which is mid range
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"