Luuke
525 views33 hrs ago
Commander
Size: 100Salt sum: 32.52
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{"ops":[{"insert":"This is an affordable, bracket 2 [core] wolf themed creature combat deck.\n\nThe deck is meant to ramp a bit, get "},{"insert":{"card-link":"Chief of the Wilds"}},{"insert":" on the battlefield, then play a bunch of wolves to make him huge. There is some protection against removal (hexproof), cause everyone will be targeting your commander. The deck has hardly any removal, unblockables, board wipes or tricks, you're meant to play a land, play a wolf, and attack. That's it.\nSome wolves do have Flash for a few combat tricks here and there, but this is meant to be easy, fun and bracket 2. If you get "},{"insert":{"card-link":"Hollowhenge Overlord"}},{"insert":" and "},{"insert":{"card-link":"Chief of the Wilds"}},{"insert":" out together, expect over 100 +1/+1 counters on your commander within a few turns.\n\nThe win condition is usually going to be huge combat damage that an opponent can't block due to Menace, or big trample damage. The amount of trample in the deck is minimal. In bracket 2, we want people to have a chance to block things and survive for several turns. \n\nWhy are there no green elf ramp cards (like "},{"insert":{"card-link":"Wood Elves"}},{"insert":" or "},{"insert":{"card-link":"Llanowar Elves"}},{"insert":" )? Gundabad Wargs don't get along that well with elves...\n\nWhy is there no "},{"insert":{"card-link":"Sol Ring"}},{"insert":" , "},{"insert":{"card-link":"Arcane Signet"}},{"insert":" or "},{"insert":{"card-link":"Command Tower"}},{"insert":"? Cause we don't need them, we're not trying to ramp "},{"attributes":{"italic":true},"insert":"too"},{"insert":" hard with this deck. It's meant to be played against precons and other slow bracket 2 decks.\n\n"}]}
Commander
Commander
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Blink
Blink
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Counters
Counters
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Creature
Primal Adversary
Trample
When this creature enters, you may pay any number of times. When you pay this cost one or more times, put that many +1/+1 counters on this creature, then up to that many target lands you control become 3/3 Wolf creatures with haste that are still lands.
When this creature enters, you may pay any number of times. When you pay this cost one or more times, put that many +1/+1 counters on this creature, then up to that many target lands you control become 3/3 Wolf creatures with haste that are still lands.
Creature - Wolf

Creature
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Draw
Draw
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Land
Land
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Protection
Swiftfoot Boots
Equipped creature has hexproof and haste. (It can't be the target of spells or abilities your opponents control. It can attack and no matter when it came under your control.)
Equip (: Attach to target creature you control. Equip only as a sorcery.)
Equip (: Attach to target creature you control. Equip only as a sorcery.)
Artifact - Equipment

Protection
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Ramp
Emergent Sequence
Search your library for a basic land card, put it onto the battlefield tapped, then shuffle. That land becomes a 0/0 green and blue Fractal creature that's still a land. Put a +1/+1 counter on it for each land you had enter the battlefield under your control this turn.
Sorcery

Roamer's Routine
Search your library for a basic land card, put it onto the battlefield tapped, 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 , where X is 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 , where X is its power. Then exile this spell.)
Sorcery

Summon: Fenrir
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — Crescent Fang — Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
II — Heavenward Howl — When you next cast a creature spell this turn, that creature enters with an additional +1/+1 counter on it.
III — Ecliptic Growl — Draw a card if you control the creature with the greatest power or tied for the greatest power.
I — Crescent Fang — Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
II — Heavenward Howl — When you next cast a creature spell this turn, that creature enters with an additional +1/+1 counter on it.
III — Ecliptic Growl — Draw a card if you control the creature with the greatest power or tied for the greatest power.
Creature Enchantment - Saga Wolf

Ramp
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Recursion
Recursion
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Tokens
Garruk, Cursed Huntsman
0: Create two 2/2 black and green Wolf creature tokens with "When this token dies, put a loyalty counter on each Garruk you control."
−3: Destroy target creature. Draw a card.
−6: You get an emblem with "Creatures you control get +3/+3 and have trample."
−3: Destroy target creature. Draw a card.
−6: You get an emblem with "Creatures you control get +3/+3 and have trample."
Legendary Planeswalker - Garruk

Tokens
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Maybeboard
Maybeboard
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Deck Info
Deck stats
CategoriesQtyOdds
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Deck extras (0)
Description
{"ops":[{"insert":"This is an affordable, bracket 2 [core] wolf themed creature combat deck.\n\nThe deck is meant to ramp a bit, get "},{"insert":{"card-link":"Chief of the Wilds"}},{"insert":" on the battlefield, then play a bunch of wolves to make him huge. There is some protection against removal (hexproof), cause everyone will be targeting your commander. The deck has hardly any removal, unblockables, board wipes or tricks, you're meant to play a land, play a wolf, and attack. That's it.\nSome wolves do have Flash for a few combat tricks here and there, but this is meant to be easy, fun and bracket 2. If you get "},{"insert":{"card-link":"Hollowhenge Overlord"}},{"insert":" and "},{"insert":{"card-link":"Chief of the Wilds"}},{"insert":" out together, expect over 100 +1/+1 counters on your commander within a few turns.\n\nThe win condition is usually going to be huge combat damage that an opponent can't block due to Menace, or big trample damage. The amount of trample in the deck is minimal. In bracket 2, we want people to have a chance to block things and survive for several turns. \n\nWhy are there no green elf ramp cards (like "},{"insert":{"card-link":"Wood Elves"}},{"insert":" or "},{"insert":{"card-link":"Llanowar Elves"}},{"insert":" )? Gundabad Wargs don't get along that well with elves...\n\nWhy is there no "},{"insert":{"card-link":"Sol Ring"}},{"insert":" , "},{"insert":{"card-link":"Arcane Signet"}},{"insert":" or "},{"insert":{"card-link":"Command Tower"}},{"insert":"? Cause we don't need them, we're not trying to ramp "},{"attributes":{"italic":true},"insert":"too"},{"insert":" hard with this deck. It's meant to be played against precons and other slow bracket 2 decks.\n\n"}]}































































