quadesherwood
656 views2 days ago
Commander
Size: 100Salt sum: 39.31
Choose your preferred layout. You can mix and match options using the View as & Group by drop-downs above.
Commander
Tovolar, Dire Overlord
Whenever a Wolf or Werewolf you control deals combat damage to a player, draw a card.
At the beginning of your upkeep, if you control three or more Wolves and/or Werewolves, it becomes night. Then transform any number of Human Werewolves you control.
Daybound
At the beginning of your upkeep, if you control three or more Wolves and/or Werewolves, it becomes night. Then transform any number of Human Werewolves you control.
Daybound
Legendary Creature - Human Werewolf


Commander
(CTRL to add secondary)
Anthem
Anthem
(CTRL to add secondary)
Copy
Copy
(CTRL to add secondary)
Draw
Duskwatch Recruiter
: Look at the top three cards of your library. You may reveal a creature card from among them and put it into your hand. Put the rest on the bottom of your library in any order.
At the beginning of each upkeep, if no spells were cast last turn, transform this creature.
At the beginning of each upkeep, if no spells were cast last turn, transform this creature.
Creature - Human Warrior Werewolf


Garruk's Uprising
When this enchantment enters, if you control a creature with power 4 or greater, draw a card.
Creatures you control have trample. (Each of those creatures can deal excess combat damage to the player or planeswalker it's attacking.)
Whenever a creature you control with power 4 or greater enters, draw a card.
Creatures you control have trample. (Each of those creatures can deal excess combat damage to the player or planeswalker it's attacking.)
Whenever a creature you control with power 4 or greater enters, draw a card.
Enchantment

Draw
(CTRL to add secondary)
Finisher
Finisher
(CTRL to add secondary)
Land
Path of Ancestry
This land enters tapped.
: Add one mana of any color in your commander's color identity. When that mana is spent to cast a creature spell that shares a creature type with your commander, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
: Add one mana of any color in your commander's color identity. When that mana is spent to cast a creature spell that shares a creature type with your commander, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
Land

Land
(CTRL to add secondary)
Protection
Protection
(CTRL to add secondary)
Ramp
Arlinn, the Pack's Hope
Daybound (If a player casts no spells during their own turn, it becomes night next turn.)
+1: Until your next turn, you may cast creature spells as though they had flash, and each creature you control enters with an additional +1/+1 counter on it.
−3: Create two 2/2 green Wolf creature tokens.
+1: Until your next turn, you may cast creature spells as though they had flash, and each creature you control enters with an additional +1/+1 counter on it.
−3: Create two 2/2 green Wolf creature tokens.
Legendary Planeswalker - Arlinn


Howlpack Piper
This spell can't be countered.
, : You may put a creature card from your hand onto the battlefield. If it's a Wolf or Werewolf, untap this creature. Activate only as a sorcery.
Daybound (If a player casts no spells during their own turn, it becomes night next turn.)
, : You may put a creature card from your hand onto the battlefield. If it's a Wolf or Werewolf, untap this creature. Activate only as a sorcery.
Daybound (If a player casts no spells during their own turn, it becomes night next turn.)
Creature - Human Werewolf


Traverse the Ulvenwald
Search your library for a basic land card, reveal it, put it into your hand, then shuffle.
Delirium — If there are four or more card types among cards in your graveyard, instead search your library for a creature or land card, reveal it, put it into your hand, then shuffle.
Delirium — If there are four or more card types among cards in your graveyard, instead search your library for a creature or land card, reveal it, put it into your hand, then shuffle.
Sorcery

Ramp
(CTRL to add secondary)
Removal
Ulrich of the Krallenhorde
Whenever this creature enters or transforms into Ulrich of the Krallenhorde, target creature gets +4/+4 until end of turn.
At the beginning of each upkeep, if no spells were cast last turn, transform Ulrich of the Krallenhorde.
At the beginning of each upkeep, if no spells were cast last turn, transform Ulrich of the Krallenhorde.
Legendary Creature - Human Werewolf


Removal
(CTRL to add secondary)
Tokens
Master of the Wild Hunt
At the beginning of your upkeep, create a 2/2 green Wolf creature token.
: Tap all untapped Wolf creatures you control. Each Wolf tapped this way deals damage equal to its power to target creature. That creature deals damage equal to its power divided as its controller chooses among any number of those Wolves.
: Tap all untapped Wolf creatures you control. Each Wolf tapped this way deals damage equal to its power to target creature. That creature deals damage equal to its power divided as its controller chooses among any number of those Wolves.
Creature - Human Shaman

Tokens
(CTRL to add secondary)
Tutor
Nature's Rhythm
Search your library for a creature card with mana value X or less, put it onto the battlefield, then shuffle.
Harmonize (You may cast this card from your graveyard for its harmonize cost. You may tap a creature you control to reduce that cost by an amount of generic mana equal to its power. Then exile this spell.)
Harmonize (You may cast this card from your graveyard for its harmonize cost. You may tap a creature you control to reduce that cost by an amount of generic mana equal to its power. Then exile this spell.)
Sorcery

Tutor
(CTRL to add secondary)
Maybeboard
Maybeboard
(CTRL to add secondary)
Deck Info
Deck stats
CategoriesQtyOdds
Click charts to focus on cards
Deck extras (0)
Description
{"ops":[{"insert":"In a forgotten corner of the Ulvenwald—right next to some very confused vampire estates that no one invited them to—the Howlwood Pack roams. They're not the savage, blood-crazed werewolves of legend. No, these lads (and Deb) are more like a dysfunctional family of oversized golden retrievers who happen to turn into bipedal wolf-men when the moon hits them just right.\nTheir sacred, constantly repeated creed?\n\"We're werewolves... not swearwolves.\"\nIt started when Tovolar (their reluctant alpha, who really just wanted a quiet night chasing squirrels) got into a classic territory dispute with some snooty vampires. One of the pack—probably Deb—got a bit too enthusiastic with the marking and peed on a vampire's prized topiary garden shaped like... well, let's just say it was \"artistic.\" The vampires hissed. The werewolves howled. Someone yelled \"That's it, the guy in the bowtie goes first!\" and suddenly there was a formal duel scheduled.\nBut instead of ripping throats out, the pack showed up, sniffed each other's crotches in greeting, and reminded everyone (including themselves) mid-fight: \"Hey, werewolves not swearwolves, remember? Keep it clean!\"\n\nGame Plan\n\nThis is an aggressive Gruul Werewolf combat deck built around Tovolar, Dire Overlord. Your goal is to establish a small pack quickly, land Tovolar, and turn combat damage into cards. Once you control three Wolves/Werewolves, Tovolar forces night on your upkeep and transforms your pack without requiring you to stop casting spells.\n\nEarly Game\n\nPrioritize mana acceleration and cheap Wolves/Werewolves. Ideally, have two creatures in play before casting Tovolar so that he immediately gives you a threatening board and can force night on the following upkeep.\n\nDon't worry about dealing huge damage yet. Spread attacks toward opponents who cannot block profitably. With Tovolar out, one point of combat damage is still a card, so getting three creatures through is often better than sending everything at one player.\n\nMidgame\n\nOnce Tovolar is drawing cards, start building the pack rather than dumping your entire hand. Cards like Shared Animosity, Howlpack Resurgence, Chronicle of Victory, Beastmaster Ascension, and Unnatural Growth turn an ordinary board of Wolves into a lethal one very quickly.\n\nRoaming Throne should usually name Werewolf. It doubles Tovolar's combat-damage triggers, meaning each Wolf or Werewolf that connects can draw two cards instead of one.\n\nUse Ohran Frostfang and Saryth, the Viper's Fang to make blocking miserable. Frostfang gives your attackers deathtouch and another combat-damage draw trigger, while Saryth gives attacking creatures deathtouch and helps protect your untapped board.\n\nClosing the Game\n\nDon't cast your big damage multipliers just because you can. Treat them as kill cards.\n\nShared Animosity, Beastmaster Ascension, Unnatural Growth, Gratuitous Violence, or a large transformed board can turn one attack into lethal damage. Relentless Assault is especially dangerous after a successful first combat because it untaps the pack and gives you another combat, allowing Tovolar to generate another round of draws while your anthem effects continue applying.\n\nThe deck wins by reaching the point where opponents have a bad choice: block your oversized/deathtouch Werewolves and lose their creatures, or let them through and give you cards while taking enormous damage.\n\nThe Rule to Remember\n\nBuild the pack → cast Tovolar → attack where you can connect → draw cards → protect the board → drop one major payoff and overwhelm the table.\n\nYou don't need to race to empty your hand. Once Tovolar is working, combat is your card-advantage engine and your win condition at the same time.\n"}]}




























































































