Some of you may not remember Teen Wolf with Micheal J. Fox.
Everything Werewolf is Innistrad (right
now). Sure other werewolves exist in the Magic multiverse Greater Werewolf from Homelands and Lesser Werewolf from Legends. They didn't
transform, and really, they were not exciting at all. Now, however,
the moon is rising and the infected humans are one the rise. Given
that domesticated dogs are descendants of wolves, the werewolf is
both his own “best friend” and his own “master.” I am sure
it is confusing to be a werewolf. Nonetheless, what can Werewolves do
in standard? I have seen a few Werewolf decks (and even put one
together) on MTGO. I think the tribe will need some help from the
other expansions to be a contender, but it can be fun to play and can
get out of hand if the moon rises at the right time.
So what should you look for in the
Werewolf build? Well, for now werewolves are red or green. It seems
to me that aggressive or slightly more controlling aggressive are the
current options.
Creatures
Reckless Waif (R) 1/1 [3/2]
Village Ironsmith (1R) 1/1 First Strike
[3/1] First Strike
Hanwier Watchkeep (2R) 1/5 Defender
[5/5] Attacks each turn
Kruin Outlaw (1RR) 2/2 First Strike
[3/3] Double Strike Your werewolves require at least two blockers
Instigator Gang (3R) 2/3 Your attackers
get +1/+0 [5/5] Trample Your attackers get +3/+0
Tormented Pariah (3R) 3/2 [6/4]
Six werewolves with only two plain
vanilla creatures, Reckless Waif and Tormented Pariah, but a 3/2 one
drop is not typical vanilla. On to green.
Gatstaf Shepherd (1G) 2/2 [3/3] Intimidate
Mayor of Avabruck (1G) 1/1 Human Lord
[3/3] Werewolf and wolf lord, Put a 2/2 wolf token at the beginning
of your end step
Daybreak Ranger (2G) 2/2 Tap-2 damage
to flier [4/4] R+Tap- fight target creature
Villagers of Estwlad (2G) 2/3 [4/6]
Ulvenwlad Mystics (2GG) 3/3 [5/5] G:
Regenerate
Grizzled Outcasts (4G) 4/4 [7/7]
Like red, green also gets six
werewolves with half of them plain vanilla creatures, but that is not
really any surprise. Green gets the lord with Mayor of Avabruck and
some utility with Daybreak Ranger. The Ulvenwald Mystics are the
werewolf troll, when transformed. Nothing with reach yet, but I
wouldn't be surprised if that doesn't follow in the other sets to
snag one of the vampires out of the air.
Enablers
Moonmist [instant] (1G) Transform all
humans. Prevent all combat damage except from werewolves and wolves.
Full Moon's Rise [enchantment] (1G)
Werewolves get +1/+0 and Trample. Sacrifice it: Regenerate all your
werewolves
There is definitely a start for a
werewolves deck, but there are not many specific enablers to take
control or punch through. Thankfully, however, with Mayor of Avabruck
and Instigator Gang, some of the werewolves themselves offer enabling
abilities.
How do these creatures stack up on the
mana curve?
1 Reckless Waif (R)
2 Village Ironsmith (1R)
2 Gatstaf Shepherd (1G)
2 Mayor of Avabruck (1G)
3 Hanwier Watchkeep (2R)
Just a sample picture, don't freak out |
3 Villagers of Estwlad (2G)
3 Kruin Outlaw (1RR)
4 Instigator Gang (3R)
4 Tormented Pariah (3R)
4 Ulvenwlad Mystics (2GG)
5 Grizzled Outcasts (4G)
Nothing over five and a normal looking
distribution. Given the benefits of the higher CMC creatures, the
build for werewolves is the lower end of the curve. Grizzled Outcasts just doesn't seem worth it given the additional mana, but if
you want a big vanilla creature, it is definitely undercosted after
transformation, and with Full Moon's Rise, a 8/7 trample will have to
be dealt with quickly or else it soon will be a GG. Kruin Outlaw and
Ulvenwlad Mystics both have more difficult mana requirements so they
are a bit more difficult in a multicolor, but not unreasonable either
way. Kruin Outlaw is preferred in most situations because the CMC is
one less and a 2/2 First Strike and 3/3 Double Strike is usually
better to regeneration, but not always.
About Transformation
In my experience online, transforming
and keeping the werewolves transformed is not as easy as one might
think. With Think Twice and Forbidden Alchemy floating around, spells
are being cast more often and many times at the end of your turn. So
we need an alternate way to transform. If you sit out each of your
turns only to have your opponent cast an instant to prevent
transformation on your end step, you will quickly lose tempo and you
won't benefit from your build. So I have played aggressive and waited
for a Moonmist to flip me into fatties, rather than sitting back and
trying to let the transformation process take place on its own.
(Sometimes nature requires a little prodding.)
Let's kick this around a little and see
what direction we want to man and his own best friend. Make some suggestions, tell me about your ideas. Next time I will look at a two color aggressive deck and how each mono-color works out. Think about how we can put together a more controlling deck with the werewolf theme. Se you next time.
Wade
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