Monday, November 19, 2012

Change Up

     I want to try something different with the deck this week.  While adding Giant Growth and Titanic Growth allowed me to race many of my opponents the past couple of days, I would like to take the classic route of Moonmisting everyone now that Silver Paladin and zombies are back in the fray.  Reckless Waif is going back in and Scorned Villager is on hiatus until I figure out where exactly in the metagame are my werewolves positioned.

     The list:

     Creatures: 30
     4  Reckless Waif
     4  Wolfbitten Captive
     4  Mayor of Avabruck
     4  Daybreak Ranger
     4  Kruin Outlaw
     4  Huntmaster of the Fells
     4  Instigator Gang
     2  Immerwolf

     Spells: 7
     4  Full Moon's Rise
     3  Moonmist

     Lands: 23
     4  Rootbound Crag
     3  Kessig Wolf Run
     8  Forest 
     8  Mountain

     Sideboard: 15
     1  Moonmist
     3  Blasphemous Act
     4  Wolfir Avenger
     3  Grafdigger's Cage
     3  Ground Seal
     1  Tormod's Crypt

     In Game Ones, this build is all about overpowering the opposition with a pack of wolves protected by Full Moon's Rise and eventually transforming for the alpha strike via Moonmist.  Game two is adding defense against swarm or graveyard strategies and countermagic.  Blasphemous Act can sweep tokens made by Lingering Souls or various planeswalkers like Sorin, Lord of Innistrad or Garruk, Primal Hunter.  Act can also decimate Selesnya armies who overextend themselves right into a mass removal effect that only targets them as Full Moon's Rise grants regeneration.  Wolfir Avenger pressures blue decks with their bounce spells by providing a cheap beater with flash.  The regeneration isn't too shabby either.  There are seven cards against reanimator strategies as Angel of Serenity and Unburial Rites are proving to be difficult spells to fight effectively.

2 comments:

  1. I want to try playing a werewolf deck but I am afraid that I won't be able to play it the way like you do. Hehehe. Still, it's a nice read. =)

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    1. Think of Reckless Waif and/or Wolfbitten Captive as Delver of Secrets and I'm sure you'll pilot the deck with aplomb. :-) One of the things I have noticed with werewolves is that Wizards designed them to be powerful and flavorful. They need to attack in packs which is why you have Full Moon's Rise to be able to deploy three creatures safely, without fear of a Supreme Verdict wiping your board. Then you alpha strike usually with Moonmist, killing the opponent in one massive attack. This is why I don't see werewolves employing direct damage or attacking planeswalkers. Go straight for the opponent every time and think offense. I have won games with only two life points left by absorbing attacks until I could launch my own assault that usually deals anywhere from 16-42 points of damage. Trample ignores would be chump-blockers and reduces the effectiveness of life gain provided by creatures like Centaur Healer and Thragtusk.

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