Doogain
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Commander
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{"ops":[{"attributes":{"bold":true},"insert":"Wolfies - Chief of the Wilds Deck Guide"},{"insert":"\n"},{"attributes":{"code-block":"plain"},"insert":"\n"},{"insert":"Win condition: 21 commander damage, backup go-wide."},{"attributes":{"code-block":"plain"},"insert":"\n\n"},{"insert":"----"},{"attributes":{"code-block":"plain"},"insert":"\n"},{"attributes":{"bold":true},"insert":"What the deck does"},{"insert":"\n"},{"attributes":{"code-block":"plain"},"insert":"\n"},{"insert":"Chief of the Wilds grows two +1/+1 counters every time another Wolf enters, and your token generators make Wolves constantly. Counter-doublers (Hardened Scales, The Earth Crystal) turn each Wolf into 3-6 counters. The Chief gets huge fast, you make him unblockable or evasive, protect him, and one-shot players with commander damage. If the Chief gets locked out, the wolf army itself wins the game the slow way."},{"attributes":{"code-block":"plain"},"insert":"\n\n"},{"insert":"----"},{"attributes":{"code-block":"plain"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Opening hand - what to keep"},{"insert":"\n"},{"attributes":{"code-block":"plain"},"insert":"\n"},{"insert":"Keep hands with:"},{"attributes":{"code-block":"plain"},"insert":"\n"},{"insert":"2-3 lands (at least one Forest, the deck is 77 percent green)"},{"attributes":{"code-block":"plain"},"insert":"\n"},{"insert":"One ramp piece (Sol Ring, Signet, or a 2-mana land searcher)"},{"attributes":{"code-block":"plain"},"insert":"\n"},{"insert":"At least one token producer or draw engine"},{"attributes":{"code-block":"plain"},"insert":"\n\n"},{"insert":"Mulligan hands that are all protection and equipment with no wolves or ramp, those cards do nothing without a board. Ranger Class and Chief Warg's Company are the best early plays in the deck, keep almost any hand containing them plus lands."},{"attributes":{"code-block":"plain"},"insert":"\n\n"},{"insert":"----"},{"attributes":{"code-block":"plain"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Game plan by phase"},{"insert":"\n"},{"attributes":{"code-block":"plain"},"insert":"\n"},{"insert":"Turns 1-3: Setup. Ramp, land a cheap token maker (Ranger Class, Ferocious Pup, Young Wolf), get a draw engine going (Phyrexian Arena, Beast Whisperer). Don't rush the Chief out without protection unless the table looks passive."},{"attributes":{"code-block":"plain"},"insert":"\n\n"},{"insert":"Turns 4-6: Engine online. Cast Chief, ideally with Greaves or Boots mana available same turn or next. Every wolf you play now feeds him. Hollowhenge Overlord is your best single card here, each upkeep it doubles your wolf count AND showers the Chief in counters."},{"attributes":{"code-block":"plain"},"insert":"\n\n"},{"insert":"Turns 6 and later: Kill turns. Pick a player, make the Chief unblockable (Rogue's Passage, My Precious, Whispersilk Cloak), hold protection, swing. Repeat until the table is gone."},{"attributes":{"code-block":"plain"},"insert":"\n\n"},{"insert":"----"},{"attributes":{"code-block":"plain"},"insert":"\n"},{"attributes":{"bold":true},"insert":"The kill math"},{"insert":"\n"},{"attributes":{"code-block":"plain"},"insert":"\n"},{"insert":"You need 21 commander damage per player."},{"attributes":{"code-block":"plain"},"insert":"\n"},{"insert":"With Fireshrieker (double strike): only 11 power needed for a one-shot."},{"attributes":{"code-block":"plain"},"insert":"\n"},{"insert":"With Unnatural Growth: power doubles every combat, an 11-power Chief swings for 22 on its own."},{"attributes":{"code-block":"plain"},"insert":"\n"},{"insert":"Fireshrieker plus Unnatural Growth: a 6-power Chief becomes 12, hitting for 24. Absurdly low bar."},{"attributes":{"code-block":"plain"},"insert":"\n\n"},{"insert":"Rule of thumb: don't poke with the Chief. Either you're threatening lethal or close to it, or hold him back as a menace blocker and keep building."},{"attributes":{"code-block":"plain"},"insert":"\n\n"},{"insert":"----"},{"attributes":{"code-block":"plain"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Protecting the Chief"},{"insert":"\n"},{"attributes":{"code-block":"plain"},"insert":"\n"},{"insert":"Your protection is layered, use the right tool:"},{"attributes":{"code-block":"plain"},"insert":"\n\n"},{"insert":"Pre-emptive (always on): Lightning Greaves, Swiftfoot Boots, Darksteel Plate, Mithril Coat, Anara (your turn only), Witchstalker."},{"attributes":{"code-block":"plain"},"insert":"\n\n"},{"insert":"Reactive (hold mana up): Heroic Intervention, Tamiyo's Safekeeping, Horrid Vigor, Warg Tactics (hexproof mode)."},{"attributes":{"code-block":"plain"},"insert":"\n\n"},{"insert":"Golden rule: never attack into open mana on your kill turn without one reactive spell in hand. "},{"attributes":{"code-block":"plain"},"insert":"\n\n"},{"insert":"Note: Greaves and Whispersilk give shroud, so you can't target the Chief with your own auras and pumps either. Move the boots before casting Howl of the Hunt or Warg Tactics on him."},{"attributes":{"code-block":"plain"},"insert":"\n\n"},{"insert":"----"},{"attributes":{"code-block":"plain"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Interaction - spend it wisely"},{"insert":"\n"},{"attributes":{"code-block":"plain"},"insert":"\n"},{"insert":"Assassin's Trophy: your only universal answer. Save it for the card that stops YOU (Ghostly Prison effects, a blocker with deathtouch plus indestructible, a combo piece), not the first scary thing."},{"attributes":{"code-block":"plain"},"insert":"\n\n"},{"insert":"Feed the Swarm: creature or enchantment. Enchantment mode is precious, it's your only other enchantment removal."},{"attributes":{"code-block":"plain"},"insert":"\n\n"},{"insert":"Crippling Fear: name Wolf. Wipes tokens and small boards, leaves your entire army standing. Best right before your alpha strike, or when a go-wide deck is about to pop off. Watch out: Beast Whisperer and Wolfbriar Elemental die to it. Adaptive Automaton survives if it named Wolf, it IS a Wolf then. Check your non-Wolves before casting."},{"attributes":{"code-block":"plain"},"insert":"\n\n"},{"insert":"Warg Tactics: flexible, flying removal OR protection plus trample. Bonus: targeting your own Wolf with it triggers Silverfur Partisan for a token."},{"attributes":{"code-block":"plain"},"insert":"\n\n"},{"insert":"----"},{"attributes":{"code-block":"plain"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Key synergies and rules notes"},{"insert":"\n"},{"attributes":{"code-block":"plain"},"insert":"\n"},{"insert":"Chief doubles other Wolves' triggers. Hollowhenge Overlord's upkeep triggers twice. Bejeweled Warg's combat trigger twice. Chief Warg's Company makes two wolves per upkeep. This is the hidden engine of the deck."},{"attributes":{"code-block":"plain"},"insert":"\n\n"},{"insert":"Roaming Throne naming Wolf doubles the Chief's OWN counter trigger, so every wolf now gives 4 base counters. With Hardened Scales and Earth Crystal out, that's up to 12 counters per wolf entering. Protect the Throne."},{"attributes":{"code-block":"plain"},"insert":"\n\n"},{"insert":"Counter-doubler stacking: apply Hardened Scales first, then Earth Crystal (2 to 3 to 6). You choose the order, always Scales before Crystal."},{"attributes":{"code-block":"plain"},"insert":"\n\n"},{"insert":"Silverfur Partisan plus any spell targeting a Wolf equals a free token, which equals more Chief counters."},{"attributes":{"code-block":"plain"},"insert":"\n\n"},{"insert":"Terrasymbiosis draws cards equal to counters placed, once per turn. Trigger it with a big batch, not a single counter."},{"attributes":{"code-block":"plain"},"insert":"\n\n"},{"insert":"Feed the Pack end step: sacrifice Young Wolf (undying brings it back) or a fat nontoken wolf for a pile of tokens."},{"attributes":{"code-block":"plain"},"insert":"\n\n"},{"insert":"----"},{"attributes":{"code-block":"plain"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Weaknesses - know them before your buddies exploit them"},{"insert":"\n"},{"attributes":{"code-block":"plain"},"insert":"\n"},{"insert":"1. Exile and sacrifice effects ignore all your indestructible and hexproof tech. Against decks with edict effects, go wide first so the Chief isn't the only creature."},{"attributes":{"code-block":"plain"},"insert":"\n\n"},{"insert":"2. Commander tax adds up. If the Chief dies twice, pivot to the go-wide plan and let the tokens carry a few turns while you rebuild mana."},{"attributes":{"code-block":"plain"},"insert":"\n\n"},{"insert":"3. Fliers. Warg Tactics is your only clean answer to a big flier. Ravening Warg's deathtouch blocks help, otherwise race them."},{"attributes":{"code-block":"plain"},"insert":"\n\n"},{"insert":"4. You're removal-light. Five answers total, you can't police the whole table. Let your buddies trade resources, then strike."},{"attributes":{"code-block":"plain"},"insert":"\n\n"},{"insert":"----"},{"attributes":{"code-block":"plain"},"insert":"\n"},{"attributes":{"bold":true},"insert":"One-line pod threat pitch"},{"insert":"\n"},{"attributes":{"code-block":"plain"},"insert":"\n"},{"insert":"\"It's a wolf tribal deck\" - technically true, disarmingly innocent, and then someone takes 24 unblockable commander damage on turn 6-7. Say it with a straight face."},{"attributes":{"code-block":"plain"},"insert":"\n"},{"insert":"\n"}]}
Commander
Commander
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Copy
Copy
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Counters
The Earth Crystal
Green spells you cast cost less to cast.
If one or more +1/+1 counters would be put on a creature you control, twice that many +1/+1 counters are put on that creature instead.
, : Distribute two +1/+1 counters among one or two target creatures you control.
If one or more +1/+1 counters would be put on a creature you control, twice that many +1/+1 counters are put on that creature instead.
, : Distribute two +1/+1 counters among one or two target creatures you control.
Legendary Artifact

Counters
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Creature
Rhovanion Rampager
Whenever this creature attacks, you may sacrifice another creature. If you do, put a number of +1/+1 counters on this creature equal to the sacrificed creature's power.
When this creature dies, amass Goblins X, where X is this creature's power. (Put X +1/+1 counters on an Army you control. It's also a Goblin. If you don't control an Army, create a 0/0 black Goblin Army creature token first.)
When this creature dies, amass Goblins X, where X is this creature's power. (Put X +1/+1 counters on an Army you control. It's also a Goblin. If you don't control an Army, create a 0/0 black Goblin Army creature token first.)
Creature - Wolf

Creature
(CTRL to add secondary)
Draw
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

Ranger Class
(Gain the next level as a sorcery to add its ability.)
When this Class enters, create a 2/2 green Wolf creature token.
: Level 2
Whenever you attack, put a +1/+1 counter on target attacking creature.
: Level 3
You may look at the top card of your library any time.
You may cast creature spells from the top of your library.
When this Class enters, create a 2/2 green Wolf creature token.
: Level 2
Whenever you attack, put a +1/+1 counter on target attacking creature.
: Level 3
You may look at the top card of your library any time.
You may cast creature spells from the top of your library.
Enchantment - Class

Draw
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Evasion
Evasion
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Instant
Instant
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Land
Land
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Protection
Anara, Wolvid Familiar
During your turn, commanders you control have indestructible. (Effects that say "destroy" don't destroy them. A creature with indestructible can't be destroyed by damage.)
Partner (You can have two commanders if both have partner.)
Partner (You can have two commanders if both have partner.)
Legendary Creature - Beast Wolf

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

Tamiyo's Safekeeping
Target permanent you control gains hexproof and indestructible until end of turn. You gain 2 life. (A permanent with hexproof and indestructible can't be the target of spells or abilities your opponents control. Damage and effects that say "destroy" don't destroy it.)
Instant

Protection
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Pump
Pump
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Ramp
Ramp
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Removal
Removal
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Tokens
Tokens
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Deck Info
Deck stats
CategoriesQtyOdds
Click charts to focus on cards
Deck extras (0)
Description
{"ops":[{"attributes":{"bold":true},"insert":"Wolfies - Chief of the Wilds Deck Guide"},{"insert":"\n"},{"attributes":{"code-block":"plain"},"insert":"\n"},{"insert":"Win condition: 21 commander damage, backup go-wide."},{"attributes":{"code-block":"plain"},"insert":"\n\n"},{"insert":"----"},{"attributes":{"code-block":"plain"},"insert":"\n"},{"attributes":{"bold":true},"insert":"What the deck does"},{"insert":"\n"},{"attributes":{"code-block":"plain"},"insert":"\n"},{"insert":"Chief of the Wilds grows two +1/+1 counters every time another Wolf enters, and your token generators make Wolves constantly. Counter-doublers (Hardened Scales, The Earth Crystal) turn each Wolf into 3-6 counters. The Chief gets huge fast, you make him unblockable or evasive, protect him, and one-shot players with commander damage. If the Chief gets locked out, the wolf army itself wins the game the slow way."},{"attributes":{"code-block":"plain"},"insert":"\n\n"},{"insert":"----"},{"attributes":{"code-block":"plain"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Opening hand - what to keep"},{"insert":"\n"},{"attributes":{"code-block":"plain"},"insert":"\n"},{"insert":"Keep hands with:"},{"attributes":{"code-block":"plain"},"insert":"\n"},{"insert":"2-3 lands (at least one Forest, the deck is 77 percent green)"},{"attributes":{"code-block":"plain"},"insert":"\n"},{"insert":"One ramp piece (Sol Ring, Signet, or a 2-mana land searcher)"},{"attributes":{"code-block":"plain"},"insert":"\n"},{"insert":"At least one token producer or draw engine"},{"attributes":{"code-block":"plain"},"insert":"\n\n"},{"insert":"Mulligan hands that are all protection and equipment with no wolves or ramp, those cards do nothing without a board. Ranger Class and Chief Warg's Company are the best early plays in the deck, keep almost any hand containing them plus lands."},{"attributes":{"code-block":"plain"},"insert":"\n\n"},{"insert":"----"},{"attributes":{"code-block":"plain"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Game plan by phase"},{"insert":"\n"},{"attributes":{"code-block":"plain"},"insert":"\n"},{"insert":"Turns 1-3: Setup. Ramp, land a cheap token maker (Ranger Class, Ferocious Pup, Young Wolf), get a draw engine going (Phyrexian Arena, Beast Whisperer). Don't rush the Chief out without protection unless the table looks passive."},{"attributes":{"code-block":"plain"},"insert":"\n\n"},{"insert":"Turns 4-6: Engine online. Cast Chief, ideally with Greaves or Boots mana available same turn or next. Every wolf you play now feeds him. Hollowhenge Overlord is your best single card here, each upkeep it doubles your wolf count AND showers the Chief in counters."},{"attributes":{"code-block":"plain"},"insert":"\n\n"},{"insert":"Turns 6 and later: Kill turns. Pick a player, make the Chief unblockable (Rogue's Passage, My Precious, Whispersilk Cloak), hold protection, swing. Repeat until the table is gone."},{"attributes":{"code-block":"plain"},"insert":"\n\n"},{"insert":"----"},{"attributes":{"code-block":"plain"},"insert":"\n"},{"attributes":{"bold":true},"insert":"The kill math"},{"insert":"\n"},{"attributes":{"code-block":"plain"},"insert":"\n"},{"insert":"You need 21 commander damage per player."},{"attributes":{"code-block":"plain"},"insert":"\n"},{"insert":"With Fireshrieker (double strike): only 11 power needed for a one-shot."},{"attributes":{"code-block":"plain"},"insert":"\n"},{"insert":"With Unnatural Growth: power doubles every combat, an 11-power Chief swings for 22 on its own."},{"attributes":{"code-block":"plain"},"insert":"\n"},{"insert":"Fireshrieker plus Unnatural Growth: a 6-power Chief becomes 12, hitting for 24. Absurdly low bar."},{"attributes":{"code-block":"plain"},"insert":"\n\n"},{"insert":"Rule of thumb: don't poke with the Chief. Either you're threatening lethal or close to it, or hold him back as a menace blocker and keep building."},{"attributes":{"code-block":"plain"},"insert":"\n\n"},{"insert":"----"},{"attributes":{"code-block":"plain"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Protecting the Chief"},{"insert":"\n"},{"attributes":{"code-block":"plain"},"insert":"\n"},{"insert":"Your protection is layered, use the right tool:"},{"attributes":{"code-block":"plain"},"insert":"\n\n"},{"insert":"Pre-emptive (always on): Lightning Greaves, Swiftfoot Boots, Darksteel Plate, Mithril Coat, Anara (your turn only), Witchstalker."},{"attributes":{"code-block":"plain"},"insert":"\n\n"},{"insert":"Reactive (hold mana up): Heroic Intervention, Tamiyo's Safekeeping, Horrid Vigor, Warg Tactics (hexproof mode)."},{"attributes":{"code-block":"plain"},"insert":"\n\n"},{"insert":"Golden rule: never attack into open mana on your kill turn without one reactive spell in hand. "},{"attributes":{"code-block":"plain"},"insert":"\n\n"},{"insert":"Note: Greaves and Whispersilk give shroud, so you can't target the Chief with your own auras and pumps either. Move the boots before casting Howl of the Hunt or Warg Tactics on him."},{"attributes":{"code-block":"plain"},"insert":"\n\n"},{"insert":"----"},{"attributes":{"code-block":"plain"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Interaction - spend it wisely"},{"insert":"\n"},{"attributes":{"code-block":"plain"},"insert":"\n"},{"insert":"Assassin's Trophy: your only universal answer. Save it for the card that stops YOU (Ghostly Prison effects, a blocker with deathtouch plus indestructible, a combo piece), not the first scary thing."},{"attributes":{"code-block":"plain"},"insert":"\n\n"},{"insert":"Feed the Swarm: creature or enchantment. Enchantment mode is precious, it's your only other enchantment removal."},{"attributes":{"code-block":"plain"},"insert":"\n\n"},{"insert":"Crippling Fear: name Wolf. Wipes tokens and small boards, leaves your entire army standing. Best right before your alpha strike, or when a go-wide deck is about to pop off. Watch out: Beast Whisperer and Wolfbriar Elemental die to it. Adaptive Automaton survives if it named Wolf, it IS a Wolf then. Check your non-Wolves before casting."},{"attributes":{"code-block":"plain"},"insert":"\n\n"},{"insert":"Warg Tactics: flexible, flying removal OR protection plus trample. Bonus: targeting your own Wolf with it triggers Silverfur Partisan for a token."},{"attributes":{"code-block":"plain"},"insert":"\n\n"},{"insert":"----"},{"attributes":{"code-block":"plain"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Key synergies and rules notes"},{"insert":"\n"},{"attributes":{"code-block":"plain"},"insert":"\n"},{"insert":"Chief doubles other Wolves' triggers. Hollowhenge Overlord's upkeep triggers twice. Bejeweled Warg's combat trigger twice. Chief Warg's Company makes two wolves per upkeep. This is the hidden engine of the deck."},{"attributes":{"code-block":"plain"},"insert":"\n\n"},{"insert":"Roaming Throne naming Wolf doubles the Chief's OWN counter trigger, so every wolf now gives 4 base counters. With Hardened Scales and Earth Crystal out, that's up to 12 counters per wolf entering. Protect the Throne."},{"attributes":{"code-block":"plain"},"insert":"\n\n"},{"insert":"Counter-doubler stacking: apply Hardened Scales first, then Earth Crystal (2 to 3 to 6). You choose the order, always Scales before Crystal."},{"attributes":{"code-block":"plain"},"insert":"\n\n"},{"insert":"Silverfur Partisan plus any spell targeting a Wolf equals a free token, which equals more Chief counters."},{"attributes":{"code-block":"plain"},"insert":"\n\n"},{"insert":"Terrasymbiosis draws cards equal to counters placed, once per turn. Trigger it with a big batch, not a single counter."},{"attributes":{"code-block":"plain"},"insert":"\n\n"},{"insert":"Feed the Pack end step: sacrifice Young Wolf (undying brings it back) or a fat nontoken wolf for a pile of tokens."},{"attributes":{"code-block":"plain"},"insert":"\n\n"},{"insert":"----"},{"attributes":{"code-block":"plain"},"insert":"\n"},{"attributes":{"bold":true},"insert":"Weaknesses - know them before your buddies exploit them"},{"insert":"\n"},{"attributes":{"code-block":"plain"},"insert":"\n"},{"insert":"1. Exile and sacrifice effects ignore all your indestructible and hexproof tech. Against decks with edict effects, go wide first so the Chief isn't the only creature."},{"attributes":{"code-block":"plain"},"insert":"\n\n"},{"insert":"2. Commander tax adds up. If the Chief dies twice, pivot to the go-wide plan and let the tokens carry a few turns while you rebuild mana."},{"attributes":{"code-block":"plain"},"insert":"\n\n"},{"insert":"3. Fliers. Warg Tactics is your only clean answer to a big flier. Ravening Warg's deathtouch blocks help, otherwise race them."},{"attributes":{"code-block":"plain"},"insert":"\n\n"},{"insert":"4. You're removal-light. Five answers total, you can't police the whole table. Let your buddies trade resources, then strike."},{"attributes":{"code-block":"plain"},"insert":"\n\n"},{"insert":"----"},{"attributes":{"code-block":"plain"},"insert":"\n"},{"attributes":{"bold":true},"insert":"One-line pod threat pitch"},{"insert":"\n"},{"attributes":{"code-block":"plain"},"insert":"\n"},{"insert":"\"It's a wolf tribal deck\" - technically true, disarmingly innocent, and then someone takes 24 unblockable commander damage on turn 6-7. Say it with a straight face."},{"attributes":{"code-block":"plain"},"insert":"\n"},{"insert":"\n"}]}





























































