Shroomba
78 views17 days ago
Commander
Size: 100Salt sum: 34.61
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{"ops":[{"insert":"Once the moon has climbed above the tallest peaks and spilled its light across the floor of the thicket, only then does Ruric rise with his pack.\nIn practice that means we ramp early (Sakura-Tribe Elder, Cultivate, Kodama’s Reach, Zhur-Taa Druid and the like) so the ogre hits the battlefield around turn four or five. From that moment every noncreature spell an opponent casts costs them six life. Most tables grow quiet. The quieter the table stays, the easier it is for our werewolves to transform and stay transformed. Immerwolf, Howling Moon, Moonmist and the rest of the lunar support lock the pack into its stronger forms while anthems and fight effects turn the board into a hunting ground.\nThe deck is a solid Bracket 2 Gruul midrange tribal list. No infinite combos, no game-changers, just an increasingly large pack of werewolves backed by an ogre who makes casting spells feel dangerous.\n"},{"attributes":{"bold":true},"insert":"What if…"},{"insert":"\nRuric is removed early? We rebuild the pack anyway and use the remaining transform and anthem pieces to keep pressure on. The deck still functions as a werewolf tribal strategy without him; it just loses its strongest tax effect."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"The table keeps casting through the damage? That is fine. Every spell they force through still costs them life, and our own creature count continues to climb. Eventually the pure numbers and trample effects close the game."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Thank you for looking at the submission. I hope the howling is loud enough to be heard from the other side of the table.\n"}]}
Anthem
Anthem
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Creature
Creature
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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


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


Draw
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Enchantment
Collective Inferno
Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for or one mana of that creature's color.)
As this enchantment enters, choose a creature type.
Double all damage that sources you control of the chosen type would deal.
As this enchantment enters, choose a creature type.
Double all damage that sources you control of the chosen type would deal.
Enchantment

Enchantment
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Land
Demolition Field
: Add .
, , Sacrifice this land: Destroy target nonbasic land an opponent controls. That land's controller may search their library for a basic land card, put it onto the battlefield, then shuffle. You may search your library for a basic land card, put it onto the battlefield, then shuffle.
, , Sacrifice this land: Destroy target nonbasic land an opponent controls. That land's controller may search their library for a basic land card, put it onto the battlefield, then shuffle. You may search your library for a basic land card, put it onto the battlefield, then shuffle.
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

Protection
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Pump
Pump
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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


Dire-Strain Rampage
Destroy target artifact, enchantment, or land. If a land was destroyed this way, its controller may search their library for up to two basic land cards, put them onto the battlefield tapped, then shuffle. Otherwise, its controller may search their library for a basic land card, put it onto the battlefield tapped, then shuffle.
Flashback
Flashback
Sorcery

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


Ramp
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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


Volatile Arsonist
Menace, haste
Whenever this creature attacks, it deals 1 damage to each of up to one target creature, up to one target player, and/or up to one target planeswalker.
Daybound (If a player casts no spells during their own turn, it becomes night next turn.)
Whenever this creature attacks, it deals 1 damage to each of up to one target creature, up to one target player, and/or up to one target planeswalker.
Daybound (If a player casts no spells during their own turn, it becomes night next turn.)
Creature - Human Werewolf


Removal
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Tokens
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

Tokens
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Deck Info
Deck stats
CategoriesQtyOdds
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Deck extras (0)
Description
{"ops":[{"insert":"Once the moon has climbed above the tallest peaks and spilled its light across the floor of the thicket, only then does Ruric rise with his pack.\nIn practice that means we ramp early (Sakura-Tribe Elder, Cultivate, Kodama’s Reach, Zhur-Taa Druid and the like) so the ogre hits the battlefield around turn four or five. From that moment every noncreature spell an opponent casts costs them six life. Most tables grow quiet. The quieter the table stays, the easier it is for our werewolves to transform and stay transformed. Immerwolf, Howling Moon, Moonmist and the rest of the lunar support lock the pack into its stronger forms while anthems and fight effects turn the board into a hunting ground.\nThe deck is a solid Bracket 2 Gruul midrange tribal list. No infinite combos, no game-changers, just an increasingly large pack of werewolves backed by an ogre who makes casting spells feel dangerous.\n"},{"attributes":{"bold":true},"insert":"What if…"},{"insert":"\nRuric is removed early? We rebuild the pack anyway and use the remaining transform and anthem pieces to keep pressure on. The deck still functions as a werewolf tribal strategy without him; it just loses its strongest tax effect."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"The table keeps casting through the damage? That is fine. Every spell they force through still costs them life, and our own creature count continues to climb. Eventually the pure numbers and trample effects close the game."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Thank you for looking at the submission. I hope the howling is loud enough to be heard from the other side of the table.\n"}]}





























































































