Creature (23) | |||
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$0.68 | |||
$0.25€0.160.03 | |||
$0.79€1.610.07 | |||
$0.50 | |||
$0.34€0.330.03 | |||
$0.35€0.290.01 | |||
Instant, Sorcery, Enchantment, Artifact (14) | |||
$0.25€0.290.03 | |||
$1.51 | |||
$1.12€0.840.03 | |||
2
Cut Down
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$5.15€2.310.02 | ||
Land (23) | |||
$5.66€6.141.21 | |||
$4.34€3.170.32 | |||
$3.010.12 | |||
$3.240.61 | |||
$1.49€1.470.02 | |||
$11.30 | |||
$2.59€1.360.03 | |||
$7.54 | |||
$29.05€29.629.26 | |||
$2.31€4.041.58 | |||
$7.35€9.010.72 | |||
1
Mountain
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$0.250.03 |
$0.50€0.872.73 | |||
$0.34€0.330.03 | |||
4
Duress
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$0.20€0.100.03 | ||
$0.20 | |||
$0.53€0.380.03 | |||
$0.73€0.420.02 | |||
1
Forest
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1
Swamp
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Learn more Download For WindowsWith the introduction of such big threats as Phyrexian Obliterator, Phyrexian Vindicator, and Archfiend of the Dross in the Phyrexia: All Will Be One set, the traditional Gruul werewolves deck wasn't good enough anymore. I had to add a third color to the deck — black — to handle those threats. Gladly, Phyrexia: All Will Be One introduced also fast dual lands, such as Copperline Gorge and Blackcleave Cliffs, which made it possible to reliably use three colors in a fast aggro deck. Therefore, I went forward and created a Jund werewolves aggro deck, which is basically a Gruul deck augumented with black removal spells, such as Go for the Throat and Cut Down.
There's also my Jund werewolf legends deck for the Alchemy format, which incorporates more powerful cards but is more mid-rangey and therefore slower to play. The decks are pretty different, even though both of them try to be fast aggro decks.
It is good to keep 1 basic land in the deck in the case your opponent is playing Field of Ruins or Demolition Fields.
Channel lands are good in a werewolf deck, because channeling does not count as casting a spell. This can help you to create night, while being able to do something on your turn.
Fast lands are the best addition from the Phyrexia: All Will Be One set to the werewolf deck. Especially when running a fast 3 color deck, it is essential to have all 8 of them.
Slow lands may slow down your early game, but are great in the late game.
Pain lands are great that they always enter the battlefield untapped. However, you should not have too many of them, or you may lose some games to the damage they cause.
Triple lands provide each type of mana but enter the battlefield always tapped. They can be cycled in the late game, though. Tapped lands are bad in an aggro deck but so is not being able to cast all your spells.
You can sideboard the basic lands in if your opponent is playing Field of Ruins or Demolition Fields:
Building decks and playing Magic.
1 | 21 | 37 | 1 | 0 |
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6 | 5 | 4 | 0 | 0 |
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