I'm trying to brew the most competitive Werewolf deck for Modern. Ok, stop laughing or rolling eyes, please.
Both Aether Vial and Collected Company have been tested extensively with Werewolves, and neither worked to make the deck remotely close to Tier 2. Problem is : the tribe doesn't have a lot of good playable creatures, and both forces us to load on way too many not really good creatures to make Vial and CoCo worth it. Also, one of the best Werewolf in the tribe, Huntmaster of the Fells, doesn't fit well at all with Vial and CoCo...
Basically, I think Werewolves can achieve at least Tier 2 if we stay away of Vial and CoCo, and focus our attention on the best creatures the tribe has, and the rest of the cards to support the concept at instant speed.
Mayor of Avabruck, Duskwatch Recruiter and Huntmaster of the Fells are the best creatures the tribe has. Anything else is just cute. These are good because they all come with an embedded ability that can make them 2 for 1, either by drawing us cards, or by producing tokens. To support them :
Silverfur Partisan is also a 2 for 1 the moment opponent tries to remove it with an instant or sorcery. And it replaces our Werewolves if they're removed the same way. Immerwolf glues everything together, making the tokens generated by Mayor, Huntmaster and Partisan big enough to win without having to go super wide. Spirit of the Hunt I'm the least sure about, but it's instant speed is very attractive, and it's ability can protect the rest of our creatures from damage based removals and sweepers, and/or make attacks or blocks that would otherwise have been suicidal. It is very awkward at 1GG, however, because we have a lot to do on that part of the curve, and because it is very green intensive. It's thus sideboard/maybeboard material for the moment.
The rest of the cards should all be instant speed to make transformation possible. Moonmist is a must. For the rest, I'm hesitating on going for cards that would support Silverfur Partisan's ability, and the usual Midrange suspects that controls the early game. To that end, I'm unsure if we should splash a third color or not, and if so, what it should be : Jund RBG or Naya WRG (or even Temur URG, but that's the least obvious one)?
Because flipping Mayor is the best this deck can do.
Flipped Recruiter is highway to cast multiple spells per turn (Midrange territory, which isn't a drawback to the tribe with Moonmist and Immerwolf to force or prevent transformation).
Flipped Huntmaster plays our plan admirably (and transforming it back and forth is awesome value, made easier with flipped Recruiter if Immerwolf isn't there).
Here's a list of instants that I'm currently considering. Before raising eyes to some dubious choices, know that I believe this deck will value very highly spells that can either disrupt opponent's play and/or target our own creatures (because of Silverfur Partisan). Best choices are in bold...
RG instants RG:
Moonmist : A must. I can see only playing 3, but no less than that.
Barkshell Blessing : Pumps a creature, and Conspire to pump another one. Fine trigger or double-trigger on Partisan. But usefulness is quite narrow.
Blossoming Defense : A good way to fizzle removals, and trigger Partisan (getting two tokens in the process, and not losing the target creatures). Can also change combat math in my favor.
Healing Leaves : Gain life when nothing better to do in the early game, or save a creature in combat or from a damage-based removal later, triggering Partisan in the process. Probably just too cute.
Lightning Bolt : A Modern staple... but I can't use it to really target my own creatures to trigger Partisan without sacrificing them in the process.
Vines of Vastwood : Seems good to me, but Blossoming Defense always costs one.
Warriors' Lesson : Fortunately, it won't fizzle if one of its two targets becomes illegal. Some nice card advantage potential, along with Partisan's triggering twice. But does this play into the Midrange strategy?
Atarka's Command : Some usefulness to block flyers, or to push extra damage when going lethal. Also useful on T2 to play land #3 ahead of schedule, which opens the way for T3 Huntmaster. But again, does this fit the Midrange plan? Yes, in a sense that it can ramp us to 3-4 mana in the early game, and be used as a finisher in the late game. But it has no interaction with opponent's resolved permanents.
Jund instants BRG:
Borrowed Malevolence : Not only a combat trick. It can also remove the many */1 of Modern (dorks, some Humans, Bob, Snapcaster, Pyromancer, etc.). It can also be Escalated to use both modes. And if needed, the two modes can target our creatures to trigger Partisan.
Fatal Push : Another Modern staple. Can target our own 3-4 cmc creatures to trigger Partisan (they won't die without Revolt), if we need the extra token.
Funeral Charm : Instant that discards (opponent's choice, but not really if late game top deck mode and played on draw step), or combat trick (trigger Partisan) that can also be a removal on */1 creatures. Third mode (swampwalk) can sometimes be useful. I can see this as being quite versatile for the Midrange plan.
Midnight Charm : Kill a one- or two-drop with first mode (and gain a life), remove a big creature from combat (can't attack, and won't block), and combat trick to trigger Partisan. But will First Strike really matter? It's quite versatile, however.
Kolaghan's Command : Plain good, period. But is it where I need my instant spells to be, at 3 mana? Maybe as a 1 or 2 of, because it means I'm using my ressources better when I draw-go... It's slow, however, and I wanted to have one mana spells to fill that part of the curve.
Naya instants WRG:
Archangel Avacyn : Quite a lot of mana to invest in a creature. But she seems well positioned to serve me against sweepers, particularly if I pass the turn and flip Recruiter to play her for 4. That may be too much to ask, however.
Emerge Unscathed : Useful to counter a removal, block profitably a big creature, or even attack unblocked. Rebound is what makes it better than Blossoming Defense (and it can protect from Anger of the Gods). And each occurance will trigger Partisan.
Glimpse the Sun God : Can be used to prevent creatures from attacking and blocking, and extra mana can target and tap our own creatures EOT to trigger Partisan. This can be a real bomb in the late game, but it's applications in the early game are not really there, although Scry 1 can make it worthy on two mana, I guess.
Niveous Wisps : A one-mana version of the above, but that can't be more powerful than that. Draw replaces Scry 1, which is good.
Path to Exile : Another Modern staple. I hate that it ramps opponent, but it is very unconditional. In certain circumstances, I guess it can be used to remove my own creature that would have died anyway, fetching a land and getting a token if Partisan is there.
Boros Charm : Good solution to sweepers and removals, that can deal 4 damage to the dome when granting indestructible is not useful. Double Strike combat trick can trigger Partisan, and Double Strike can be particularly good with Trample (from Ravager of the Fells or Silverfur Partisan), if the creature is of good size (thanks to lords).
Dromoka's Command : Can counter a burn spell/removal/sweeper, or remove a creature (fight, which can be tricky), or some combat trick (that lingers, because it's a +1/+1 counter). Sacrificing an enchantment will rarely be useful, but it can be. Two modes can be used to trigger Partisan, which is a nice bonus.
I'll add more details later, but preliminary opinions are welcome!
I would think you would want to play Blood Moon at some point in your build either the side or the main. It can just win games. You really kinda want to play Huntmaster on turn 3 or turn 2 which requires acceleration of some point. Arbor Elf/Utopia Sprawl or Birds of Pardise/Noble Heirarch.
I am not sure Naya or Jund is the way to go, but if you are going to play Jund, I would recommend not just Fatal Push or the new 2 mana kill spell, but Iok/Thoughtseize.
On the other hand, have you thought of Temur Wolves? It allows you to play things like Opt or Serum Visions, Counter spells, perhaps Snapcaster Mage and maybe Jace and Bloodbraid Elf.
I'm not sure I want to play Blood Moon, unless I stay pure RG. I hate this card so much, playing with it myself seems wrong. But I can see your point, and why it would be good.
Going Jund BRG, I thought myself playing Thoughtseize and Inquisition of Kozilek. But these cards are sorceries, and don't play well at all with the concept of draw-go post turn 4. Same reasoning with mana dorks. It's very tempting to play 4-8 Noble Hierarch/Bird of Paradise. But the more I play of them, the less instants I can fit in. And I can't really cut on creatures without losing synergy. I guess I can get lucky and drop a Huntmaster of the Fells on turn 3 if Duskwatch Recruiter flips right away... Otherwise, I'll be happy to slowly build my board while somewhat controling with instants.
It should be noted that there are some interesting synergy with Duskwatch Recruiter, Scorned Villager and Moonmist. Untap with Recruiter and Villager on turn 4, play Moonmist to flip both and attack (they can't die from combat damage, and Moonscarred Werewolf has Vigilance). Then tap a land + double-mana wolf to play Mayor of Avabruck and Immerwolf, even if you missed a land drop (if not, keep a land up for an instant, or play another 2-drop for 1 mana). You played 2-3 spells on turn 4, and still Werewolves won't transform back to Human form, thanks to Immerwolf.
I'm not done analyzing the cards Jund and Naya have to offer for the deck. But maybe Naya WRG will be the better choice, just because of the SB potential (Stony Silence, Rest in Peace, Path to Exile, etc.).
I think you also want to take a look at Kessig Prowler. A 1 mana 2/1 can help your agressive plan. I know it doesn't get as buffed by Mayor, but it is a solid aggressive piece in a deck that needs some aggression and it isn't so bad late game as a mana sink especially if you are playing 24 land.
Ramping with this deck is more important than I thought. Not only to cast Huntmaster of the Fells on turn 3, but to be able to cast two spells per turn ASAP (which flips back said Huntmaster). With 4 mana on turn 3, I can cast Silverfur Partisan and protect it with Emerge Unscathed (creating 1 Wolf Token because of targeted removal, and two more because of targeted protection, twice because Rebound), or Mayor of Avabruck on my turn + Moonmist during opponent's turn (soaking damage with fog effect, blocking to remove an attacker without dying, and untap with Howlpack Alpha on my next turn, ready to add a Wolf Token).
To ramp, Atarka's Command is particularly good. The extra land played on turn 2 can't be removed (unlike Noble Hierarch and Bird of Paradise). Later, when I reach a critical mass of creatures and tokens, the +1/+1 anthem until end of turn and 3 damage to the dome can be game winning.
I also added 2 Scorned Village for more ramp (Hierarch felt wrong, because of the tribe synergy), and to get a bit more than 33% creatures in the deck and hit one more often with Duskwatch Recruiter's ability (but it's ok to fizzle, because it's like a huge scry 3 for a creature).
I'm not playing so many removals, because of Moonmist. Either I won't take damage from attackers, or I'll ambush them with it (screwing combat math because Mayor and Huntmaster get +2/+2 when they flip, and Mayor's flipped anthem also boost all Wolves).
I'll get a SB ready, with some typical spells to tackle the hard matchups.
You need lightning bolt or more targetted non-fight related removal.
The following creatures you will need to die almost immediately to have a chance in this deck that don't attack through a combat phase to make moonmist irrelevant. Also, you are going to be tapping out quite frequently enough that 2 mana removal isn't where you want to be either.
Devoted druid, Ink-month nexus,Blighted Agent, Dark Confidant, Kor Spiritdancer, Baral Chief of Compliance, Goblin Electromancer, Elvish Archdruid, Ezuri, Renedage Leader, Heritage Druid, Azusa, Lost but Seeking, Noble Heirarch, Birds of Paradise, Llanowar Elf, Arbor Elf, Grim Lavamancer, Eidolon of the Great Revel, Kiki-Jiki Mirror Master, perhaps Thalia Little/Big, Leonin Arbitor, Mantis Rider, Champion of the Parish, Kitesail Freeboter, and more.
Moonmist and Preventing damage is ok, but doesn't clean their board. Its a tempo play that could on the whole help you win, but ultimately you need to be able to triumph after that. Goldfishing is fine, but you need ways to clean up Lingering souls tokens, elves, etc. Lightning Bolt is a main deckable card that is very flexible in killing planeswalkers, the last damage to the face, and removing trouble-some early creatures that could give you problems as you aren't fast. You just aren't fast. You are generally going to win by turns 5-7 if that. You are going to need to ways to achieve a better board state.
2GG Creature - Wolf (4/4)
Flash
Other Wolves and werewolves you control get +1/+1.
At the beginning of your end step, if you didn't cast a spell this turn, create a 2/2 green Wolf creature token.
A 4/4 Lord with Flash for 4, that spawns a 3/3 every turn (thanks to the anthem)... can that make Werewolves playable in Modern? The tribe desperately need good accelerators to make it work. I guess that, with Duskwatch Recruiter, if we pass the turn to let it flip, we can cast this for 3... We can even play low lands and Scorned Villager to cast Ambusher on turn 3 while missing a land drop...
It’s a very Midrange card, that can win over a game by its own.
This lord is great. Just what we needed as a big drop. So we have Ambusher, Huntmaster and Gang as our curve toppers.
Although the problem with wolves is that they have such a weak mechanic. Im wondering if just using vial, and not coco would be good.
Its fast and saves you some mana so you run a couple less lands, also vialing ambusher at the end of your turn and getting a 4/4 lord and a 3/3 for 4 mana seems great.
Do we have enough good early game wolves to slow down the game enough until we get to our big bois?
CoCo is definitely out of the question if we want to play Huntmaster and the new Ambusher. And I doubt we want to play Vial and a Tribal deck only. Werewolves have no disruption at all, unlike Humans. Thus, we will want to play the deck Midrange style, with as much Instants as possible, and some dorks.
Maybe something with 20 creatures : Villager and Recruiter as dorks ; Mayor, Huntmaster and Ambusher as lords.
As for the Instants, we need spells that will let us survive the long game, so we can eventually take over with our horde. Considering we already play Moonmist, why don’t we turbo fog style?
There’s a total of 20 spells at instant speed (considering Ambusher), whish should help our transformation. Maybe with such a deck we can survive the early game and swarm over the opponent with huge wolves and werewolves?
Full Moon’s Rise is not an instant, but I figured a cheap enchantment that is good both against Aggro (Trample) and Control (Regenerate) is something we should not let go.
Maybe we should skip Scorned Villager and play Lightning Bolt instead, to get some interactions. It’s not a super good mana dork. I would keep Recruiter, however, for the cost reduction when it flips, and the day side mana sink.
We had a thread for WW, and I ran Jund Wolves for a bit because as was noted here RG wolves have no real disruption and if you rip up their hand and then drop wolves? Great. In the end though, the payoff is worse than just running Jund.
If I was going to do it, I would go something like this right now as a starting point.
Try and go wide if you can, burn on their turn to get our guys to flip, and be aggressive. We wont be beating top decks unless you aggro them out, as 'midrange with zero disruption' is...not Modern Competitive, and sticking 8 4cmc cards in our deck is a recipe for losing before Turn 4 anyway.
We had a thread for WW, and I ran Jund Wolves for a bit because as was noted here RG wolves have no real disruption and if you rip up their hand and then drop wolves? Great. In the end though, the payoff is worse than just running Jund.
Yeah i was the guy running the WW thread until it got deleted..
I've been still playing WW at some FNM's and even had some 3-1 results and very fun and close games.
This new card is great in my opinion, maybe even better than Huntmaster for our tribe, and i still believe straight RG is the best colour combination.
Private Mod Note
():
Rollback Post to RevisionRollBack
Modern // Legacy // Pauper WUBRG
"Of course you should fight fire with fire. You should fight everything with fire."
We had a thread for WW, and I ran Jund Wolves for a bit because as was noted here RG wolves have no real disruption and if you rip up their hand and then drop wolves? Great. In the end though, the payoff is worse than just running Jund.
Yeah i was the guy running the WW thread until it got deleted..
I've been still playing WW at some FNM's and even had some 3-1 results and very fun and close games.
This new card is great in my opinion, maybe even better than Huntmaster for our tribe, and i still believe straight RG is the best colour combination.
Is there a reason to run straight RG, Moon? Whats your list look like.
I did not feel the need for a third colour tbh as i wanted to play Mutavaults and Blood Moons, which is kinda tricky with three colours. I've considered splashing white for SB cards and Thalias and black for discard and some Pushes/Trophies but it just made my aggro plan and manabase worse.
Maybe the new Lord makes a slower and more midrangy build with a black splash possible, but then again why arent we just playing regular jund?
It is hard to run 4 drops in modern without mana acceleration. I think if you are running Werewolves without mana acceleration you are doomed to failure. The problem with running mana acceleration is that it takes away from your Werewolf and Wolf plan. It is one of the reasons the deck isn't great in modern, but could be really really fun.
I tried running planeswalkers in the 4 drop slot to provide removal, card draw, and extra things. However, the needs of disruptions, mana dorks, and enough lands also curtail the amount of werewolves that can be run.
I've been trying to get werewolves to work and I think aether vial is a necessity. Instant speed and acceleration is huge especially because it enables flipping more easily. I've been trying a list with a high density of 3 drops along with CoCo and it's been working alright with around a 50% winrate. Was trying out some of the lesser played or weaker werewolves. The deck really needs higher impact 1 and 2 drops to get better imo.
I continue to think that Werewolves would be better in a turbo fog deck. There’s not enough good Werewolves to support a Vial deck in Modern. Been there, done that, didn’t work.
Howlpack Resurgence could replace Full Moon’s Rise in my above list, to have something more to do on turn 3 at instant speed. If we play Scorned Villager or Duskwatch Recruiter on turn 2 and pass the turn on T3, and they flip, we can cast the new Nightpack Ambusher during opponent’s turn (or Resurgence, or any Fog, etc.).
Werewolves need to survive to get to the long game, where they’ll get value each turn with Mayor, Ambusher and Huntmaster. Best way to do that is either turbo fog (a natural decision, considering Moonmist), or hand disruption (going Jund for Thoughtseize and Inquisition of Kozilek).
If we don’t do that, we’ll lose each and every game against Aggro and Combo, since both are faster than us.
Our creatures are tiny, until they flip. I say we use Fog, Winds of Qal Sisma and Moonmist to soak up the aggression, and take over the board in the longer game. Winds and Moonmist also act as combat tricks, so they can be fun (gang up on annoying creatures to remove them while not taking any damage). On the plus side, all these Fogs can disrupt some Combo decks, like Copy Cat, Kiki-Jiki, Elves and Goblins. Bridgevine may also tap out thinking it can go lethal, but not, and we smash them next turn, or rince and repeat until we get critical mass. Turbo-Fog may be a certain deck, but we can take it to the next level...
Elemental Bond fits very nicely in this deck. Ambusher triggers it, and any token that will enter the battlefield will also trigger it (also from flipped Mayor), if there’s a lord on the battlefield. Huntmaster would trigger it twice! It says that Turbo-Fog draws a lot of card to do its thing... isn’t that the right piece for that job?
So, a month after your last update on this matter, have you come to a final list? I've come across your thread while searching for a viable and fun wolves deck on modern! And I've learned a bunch from your discussion with others (I'm new to the game, so everything is a lesson).
Nothing so far, sadly. Best version is a worst Jund deck. Werewolves need a few more sets of very playable cards that will do something else than just flip on the dayside, à la Freebooter.
I've been thinking, and noticed that you didn't considered Arlinn Kord to this list. She seems quite the speeder on the late game, generating a bunch of tokens and pumping them.
And as far as I understand, making these tokens wouldn't stop Nightpack Ambusher from generating new tokens himself, right?
Just a wonder, keeping the idea alive lol
Private Mod Note
():
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
Both Aether Vial and Collected Company have been tested extensively with Werewolves, and neither worked to make the deck remotely close to Tier 2. Problem is : the tribe doesn't have a lot of good playable creatures, and both forces us to load on way too many not really good creatures to make Vial and CoCo worth it. Also, one of the best Werewolf in the tribe, Huntmaster of the Fells, doesn't fit well at all with Vial and CoCo...
Basically, I think Werewolves can achieve at least Tier 2 if we stay away of Vial and CoCo, and focus our attention on the best creatures the tribe has, and the rest of the cards to support the concept at instant speed.
Mayor of Avabruck, Duskwatch Recruiter and Huntmaster of the Fells are the best creatures the tribe has. Anything else is just cute. These are good because they all come with an embedded ability that can make them 2 for 1, either by drawing us cards, or by producing tokens. To support them :
Silverfur Partisan is also a 2 for 1 the moment opponent tries to remove it with an instant or sorcery. And it replaces our Werewolves if they're removed the same way. Immerwolf glues everything together, making the tokens generated by Mayor, Huntmaster and Partisan big enough to win without having to go super wide. Spirit of the Hunt I'm the least sure about, but it's instant speed is very attractive, and it's ability can protect the rest of our creatures from damage based removals and sweepers, and/or make attacks or blocks that would otherwise have been suicidal. It is very awkward at 1GG, however, because we have a lot to do on that part of the curve, and because it is very green intensive. It's thus sideboard/maybeboard material for the moment.
4 Mayor of Avabruck
4 Immerwolf
4 Silverfur Partisan
4 Huntmaster of the Fells
4 Spirit of the Hunt
BTW, I know Fiery Justice has been tested successfully in Craig Wescoe's Doggos list, but it's not an instant, and this is a very big drawback. Why so?
RG instants RG:
1st, GP Toronto Sunday Super Series 2016 : Ally Company RWBG
Top 8, PPTQ Shadows over Innistrad : Boros Humans WR.
Use a hypergeometric calculator for your deckbuilding maths,
and use TopDecked to manage your decks and collection on your Apple or Android device.
I am not sure Naya or Jund is the way to go, but if you are going to play Jund, I would recommend not just Fatal Push or the new 2 mana kill spell, but Iok/Thoughtseize.
On the other hand, have you thought of Temur Wolves? It allows you to play things like Opt or Serum Visions, Counter spells, perhaps Snapcaster Mage and maybe Jace and Bloodbraid Elf.
Going Jund BRG, I thought myself playing Thoughtseize and Inquisition of Kozilek. But these cards are sorceries, and don't play well at all with the concept of draw-go post turn 4. Same reasoning with mana dorks. It's very tempting to play 4-8 Noble Hierarch/Bird of Paradise. But the more I play of them, the less instants I can fit in. And I can't really cut on creatures without losing synergy. I guess I can get lucky and drop a Huntmaster of the Fells on turn 3 if Duskwatch Recruiter flips right away... Otherwise, I'll be happy to slowly build my board while somewhat controling with instants.
At best, I can probably play Scorned Villager. But instead of what? Instants? Duskwatch Recruiter? Silverfur Partisan? Immerwolf?
It should be noted that there are some interesting synergy with Duskwatch Recruiter, Scorned Villager and Moonmist. Untap with Recruiter and Villager on turn 4, play Moonmist to flip both and attack (they can't die from combat damage, and Moonscarred Werewolf has Vigilance). Then tap a land + double-mana wolf to play Mayor of Avabruck and Immerwolf, even if you missed a land drop (if not, keep a land up for an instant, or play another 2-drop for 1 mana). You played 2-3 spells on turn 4, and still Werewolves won't transform back to Human form, thanks to Immerwolf.
I'm not done analyzing the cards Jund and Naya have to offer for the deck. But maybe Naya WRG will be the better choice, just because of the SB potential (Stony Silence, Rest in Peace, Path to Exile, etc.).
1st, GP Toronto Sunday Super Series 2016 : Ally Company RWBG
Top 8, PPTQ Shadows over Innistrad : Boros Humans WR.
Use a hypergeometric calculator for your deckbuilding maths,
and use TopDecked to manage your decks and collection on your Apple or Android device.
4 Duskwatch Recruiter
4 Mayor of Avabruck
2 Scorned Villager
4 Immerwolf
4 Silverfur Partisan
4 Huntmaster of the Fells
Instants (14)
3 Emerge Unscathed
4 Atarka's Command
3 Dromoka's Command
4 Moonmist
3 Copperline Gorge
1 Forest
1 Gavony Township
3 Horizon Canopy
1 Kessig Wolf Run
2 Mutavault
1 Plains
2 Stomping Ground
2 Temple Garden
4 Windswept Heath
4 Wooded Foothills
Ramping with this deck is more important than I thought. Not only to cast Huntmaster of the Fells on turn 3, but to be able to cast two spells per turn ASAP (which flips back said Huntmaster). With 4 mana on turn 3, I can cast Silverfur Partisan and protect it with Emerge Unscathed (creating 1 Wolf Token because of targeted removal, and two more because of targeted protection, twice because Rebound), or Mayor of Avabruck on my turn + Moonmist during opponent's turn (soaking damage with fog effect, blocking to remove an attacker without dying, and untap with Howlpack Alpha on my next turn, ready to add a Wolf Token).
To ramp, Atarka's Command is particularly good. The extra land played on turn 2 can't be removed (unlike Noble Hierarch and Bird of Paradise). Later, when I reach a critical mass of creatures and tokens, the +1/+1 anthem until end of turn and 3 damage to the dome can be game winning.
I also added 2 Scorned Village for more ramp (Hierarch felt wrong, because of the tribe synergy), and to get a bit more than 33% creatures in the deck and hit one more often with Duskwatch Recruiter's ability (but it's ok to fizzle, because it's like a huge scry 3 for a creature).
I'm not playing so many removals, because of Moonmist. Either I won't take damage from attackers, or I'll ambush them with it (screwing combat math because Mayor and Huntmaster get +2/+2 when they flip, and Mayor's flipped anthem also boost all Wolves).
I'll get a SB ready, with some typical spells to tackle the hard matchups.
1st, GP Toronto Sunday Super Series 2016 : Ally Company RWBG
Top 8, PPTQ Shadows over Innistrad : Boros Humans WR.
Use a hypergeometric calculator for your deckbuilding maths,
and use TopDecked to manage your decks and collection on your Apple or Android device.
The following creatures you will need to die almost immediately to have a chance in this deck that don't attack through a combat phase to make moonmist irrelevant. Also, you are going to be tapping out quite frequently enough that 2 mana removal isn't where you want to be either.
Devoted druid, Ink-month nexus,Blighted Agent, Dark Confidant, Kor Spiritdancer, Baral Chief of Compliance, Goblin Electromancer, Elvish Archdruid, Ezuri, Renedage Leader, Heritage Druid, Azusa, Lost but Seeking, Noble Heirarch, Birds of Paradise, Llanowar Elf, Arbor Elf, Grim Lavamancer, Eidolon of the Great Revel, Kiki-Jiki Mirror Master, perhaps Thalia Little/Big, Leonin Arbitor, Mantis Rider, Champion of the Parish, Kitesail Freeboter, and more.
Moonmist and Preventing damage is ok, but doesn't clean their board. Its a tempo play that could on the whole help you win, but ultimately you need to be able to triumph after that. Goldfishing is fine, but you need ways to clean up Lingering souls tokens, elves, etc. Lightning Bolt is a main deckable card that is very flexible in killing planeswalkers, the last damage to the face, and removing trouble-some early creatures that could give you problems as you aren't fast. You just aren't fast. You are generally going to win by turns 5-7 if that. You are going to need to ways to achieve a better board state.
A 4/4 Lord with Flash for 4, that spawns a 3/3 every turn (thanks to the anthem)... can that make Werewolves playable in Modern? The tribe desperately need good accelerators to make it work. I guess that, with Duskwatch Recruiter, if we pass the turn to let it flip, we can cast this for 3... We can even play low lands and Scorned Villager to cast Ambusher on turn 3 while missing a land drop...
It’s a very Midrange card, that can win over a game by its own.
Modern : Burn WR and Humans / Allies / Slivers WUBRG
Dreaming of a competitive Modern Werewolves deck.
1st, GP Toronto Sunday Super Series 2016 : Ally Company RWBG
Top 8, PPTQ Shadows over Innistrad : Boros Humans WR.
and use TopDecked MTG to manage your decks and collection on your Apple or Android device.
Although the problem with wolves is that they have such a weak mechanic. Im wondering if just using vial, and not coco would be good.
Its fast and saves you some mana so you run a couple less lands, also vialing ambusher at the end of your turn and getting a 4/4 lord and a 3/3 for 4 mana seems great.
Do we have enough good early game wolves to slow down the game enough until we get to our big bois?
Vampire Discord https://discord.gg/ZWpy2hQ9Hr
BRWVampires WRB
Maybe something with 20 creatures : Villager and Recruiter as dorks ; Mayor, Huntmaster and Ambusher as lords.
As for the Instants, we need spells that will let us survive the long game, so we can eventually take over with our horde. Considering we already play Moonmist, why don’t we turbo fog style?
4 Scorned Villager
4 Duskwatch Recruiter
4 Mayor of Avabruck
4 Huntmaster of the Fells
4 Nightpack Ambusher
Enchantment
4 Full Moon’s Rise
4 Fog
4 Moonmist
4 Winds of Qal Sisma
4 Blossoming Defense
Lands
4 Copperline Gorge
1 Stomping Ground
1 Mountain
2 Forest
4 Cavern of Souls
2 Mutavault
4 Wooded Foothills
2 Windswept Heath
Full Moon’s Rise is not an instant, but I figured a cheap enchantment that is good both against Aggro (Trample) and Control (Regenerate) is something we should not let go.
Maybe we should skip Scorned Villager and play Lightning Bolt instead, to get some interactions. It’s not a super good mana dork. I would keep Recruiter, however, for the cost reduction when it flips, and the day side mana sink.
Modern : Burn WR and Humans / Allies / Slivers WUBRG
Dreaming of a competitive Modern Werewolves deck.
1st, GP Toronto Sunday Super Series 2016 : Ally Company RWBG
Top 8, PPTQ Shadows over Innistrad : Boros Humans WR.
and use TopDecked MTG to manage your decks and collection on your Apple or Android device.
Modern : Burn WR and Humans / Allies / Slivers WUBRG
Dreaming of a competitive Modern Werewolves deck.
1st, GP Toronto Sunday Super Series 2016 : Ally Company RWBG
Top 8, PPTQ Shadows over Innistrad : Boros Humans WR.
and use TopDecked MTG to manage your decks and collection on your Apple or Android device.
If I was going to do it, I would go something like this right now as a starting point.
Try and go wide if you can, burn on their turn to get our guys to flip, and be aggressive. We wont be beating top decks unless you aggro them out, as 'midrange with zero disruption' is...not Modern Competitive, and sticking 8 4cmc cards in our deck is a recipe for losing before Turn 4 anyway.
4 Wooded Foothills
4 Windswept Heath
3 Stomping Ground
2 Temple Garden
1 Sacred Foundry
2 Rootbound Crag
1 Sunpetal Grove
2 Mountain
1 Forest
1 Plains
1 Sunbaked Canyon
4 Young Wolf
4 Village Messenger
4 Mayor of Avabruck
4 Immerwolf
3 Nightpack Ambusher
2 Huntmaster of the Fells
//Burn
4 Lightning Bolt
4 Lightning Helix
3 Atarka's Command
3 Boros Charm
//GY
3 Surgical Extraction
3 Choke
3 Ravenous Trap
3 Fry
3 Pillage
3 Destructive Revelry
Spirits
Yeah i was the guy running the WW thread until it got deleted..
I've been still playing WW at some FNM's and even had some 3-1 results and very fun and close games.
This new card is great in my opinion, maybe even better than Huntmaster for our tribe, and i still believe straight RG is the best colour combination.
Modern // Legacy // Pauper
WUBRG
"Of course you should fight fire with fire. You should fight everything with fire."
Is there a reason to run straight RG, Moon? Whats your list look like.
Spirits
Maybe the new Lord makes a slower and more midrangy build with a black splash possible, but then again why arent we just playing regular jund?
Edit: My old list
4 Lightning Bolt
2 Moonmist
4 Village Messanger
2 Ulvenwald Tracker
4 Mayor of Avabruck
4 Duskwatch Recruiter
2 Scavenging Ooze
4 Immerwolf
2 Kruin Outlaw
2 Geier Reach Bandit
4 Huntmaster of the fells
2 Green Fetchis
2 Stomping Ground
2 Horizon Canopy
1 Kessig Wolf Run
2 Cavern of Souls
4 Mutavault
3 Forest
2 Mountain
2 Blood Moon
2 Damping Sphere
1 Grafdigger's Cage
2 Relic of Progenitus
2 Anger of the Gods
2 Ancient Gruge
2 Flame Slash
2 Shaper's Sanctuary
Modern // Legacy // Pauper
WUBRG
"Of course you should fight fire with fire. You should fight everything with fire."
Modern : Burn WR and Humans / Allies / Slivers WUBRG
Dreaming of a competitive Modern Werewolves deck.
1st, GP Toronto Sunday Super Series 2016 : Ally Company RWBG
Top 8, PPTQ Shadows over Innistrad : Boros Humans WR.
and use TopDecked MTG to manage your decks and collection on your Apple or Android device.
Modern // Legacy // Pauper
WUBRG
"Of course you should fight fire with fire. You should fight everything with fire."
I tried running planeswalkers in the 4 drop slot to provide removal, card draw, and extra things. However, the needs of disruptions, mana dorks, and enough lands also curtail the amount of werewolves that can be run.
Howlpack Resurgence could replace Full Moon’s Rise in my above list, to have something more to do on turn 3 at instant speed. If we play Scorned Villager or Duskwatch Recruiter on turn 2 and pass the turn on T3, and they flip, we can cast the new Nightpack Ambusher during opponent’s turn (or Resurgence, or any Fog, etc.).
Werewolves need to survive to get to the long game, where they’ll get value each turn with Mayor, Ambusher and Huntmaster. Best way to do that is either turbo fog (a natural decision, considering Moonmist), or hand disruption (going Jund for Thoughtseize and Inquisition of Kozilek).
If we don’t do that, we’ll lose each and every game against Aggro and Combo, since both are faster than us.
Modern : Burn WR and Humans / Allies / Slivers WUBRG
Dreaming of a competitive Modern Werewolves deck.
1st, GP Toronto Sunday Super Series 2016 : Ally Company RWBG
Top 8, PPTQ Shadows over Innistrad : Boros Humans WR.
and use TopDecked MTG to manage your decks and collection on your Apple or Android device.
Modern : Burn WR and Humans / Allies / Slivers WUBRG
Dreaming of a competitive Modern Werewolves deck.
1st, GP Toronto Sunday Super Series 2016 : Ally Company RWBG
Top 8, PPTQ Shadows over Innistrad : Boros Humans WR.
and use TopDecked MTG to manage your decks and collection on your Apple or Android device.
Modern : Burn WR and Humans / Allies / Slivers WUBRG
Dreaming of a competitive Modern Werewolves deck.
1st, GP Toronto Sunday Super Series 2016 : Ally Company RWBG
Top 8, PPTQ Shadows over Innistrad : Boros Humans WR.
and use TopDecked MTG to manage your decks and collection on your Apple or Android device.
Thanks mate!
Modern : Burn WR and Humans / Allies / Slivers WUBRG
Dreaming of a competitive Modern Werewolves deck.
1st, GP Toronto Sunday Super Series 2016 : Ally Company RWBG
Top 8, PPTQ Shadows over Innistrad : Boros Humans WR.
and use TopDecked MTG to manage your decks and collection on your Apple or Android device.
I've been thinking, and noticed that you didn't considered Arlinn Kord to this list. She seems quite the speeder on the late game, generating a bunch of tokens and pumping them.
And as far as I understand, making these tokens wouldn't stop Nightpack Ambusher from generating new tokens himself, right?
Just a wonder, keeping the idea alive lol