1.3k
4/9/2025
Faldorn , Dread Wolf Herald EDH
Deck Size: 100
Commander
Legal
Est deck cost: $499.06
Salt sum: 35.16
1.3k
4/9/2025
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Commander

Qty: 1 Price: $3.49
Faldorn, Dread Wolf Herald

Whenever you cast a spell from exile or a land you control enters from exile, create a 2/2 green Wolf creature token. {1}, {T}, Discard a card: Exile the top card of your library. You may play it this turn.

Creature
Faldorn, Dread Wolf Herald (clb) 647

Commander

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Ramp

Qty: 13 Price: $81.47
Birgi, God of Storytelling

Creature
Birgi, God of Storytelling // Harnfel, Horn of Bounty (khm) 123Birgi, God of Storytelling // Harnfel, Horn of Bounty (khm) 123
Cultivate

Search your library for up to two basic land cards, reveal those cards, put one onto the battlefield tapped and the other into your hand, then shuffle.

Sorcery
Cultivate (lcc) 235
Farseek

Search your library for a Plains, Island, Swamp, or Mountain card, put it onto the battlefield tapped, then shuffle.

Sorcery
Farseek (rvr) 138
Goblin Anarchomancer

Each spell you cast that's red or green costs {1} less to cast.

Creature
Goblin Anarchomancer (mh2) 200
Kodama's Reach

Search your library for up to two basic land cards, reveal those cards, put one onto the battlefield tapped and the other into your hand, then shuffle.

Sorcery
Kodama's Reach (lcc) 245
Nature's Lore

Search your library for a Forest card, put that card onto the battlefield, then shuffle.

Sorcery
Nature's Lore (cmm) 904
Ruby Medallion

Red spells you cast cost {1} less to cast.

Artifact
Ruby Medallion (tmp) 305
Sakura-Tribe Elder

Sacrifice this creature: Search your library for a basic land card, put that card onto the battlefield tapped, then shuffle.

Creature
Sakura-Tribe Elder (scd) 208
Sol Ring

{T}: Add {C}{C}.

Artifact
Sol Ring (40k) 249
Storm-Kiln Artist

This creature gets +1/+0 for each artifact you control. Magecraft — Whenever you cast or copy an instant or sorcery spell, create a Treasure token.

Creature
Storm-Kiln Artist (cmm) 260
Three Visits

Search your library for a Forest card, put it onto the battlefield, then shuffle.

Sorcery
Three Visits (cmm) 913
Venture Forth

Exile cards from the top of your library until you exile a land card. Put that card onto the battlefield and the rest on the bottom of your library in a random order. Exile Venture Forth with three time counters on it. Suspend 3—{1}{G}

Sorcery
Venture Forth (clb) 683
Xenagos, the Reveler

+1: Add X mana in any combination of {R} and/or {G}, where X is the number of creatures you control. 0: Create a 2/2 red and green Satyr creature token with haste. −6: Exile the top seven cards of your library. You may put any number of creature and/or land cards from among them onto the battlefield.

Planeswalker
Xenagos, the Reveler (clb) 853

Ramp

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Draw

Qty: 2 Price: $15.98
Idol of Oblivion

{T}: Draw a card. Activate only if you created a token this turn. {8}, {T}, Sacrifice this artifact: Create a 10/10 colorless Eldrazi creature token.

Artifact
Idol of Oblivion (cmm) 392
Valakut Awakening

Instant
Valakut Awakening // Valakut Stoneforge (znr) 174Valakut Awakening // Valakut Stoneforge (znr) 174

Draw

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Recursion

Qty: 3 Price: $17.77
Bala Ged Recovery

Sorcery
Bala Ged Recovery // Bala Ged Sanctuary (plst) ZNR-180Bala Ged Recovery // Bala Ged Sanctuary (plst) ZNR-180
Mizzix's Mastery

Exile target card that's an instant or sorcery from your graveyard. For each card exiled this way, copy it, and you may cast the copy without paying its mana cost. Exile Mizzix's Mastery. Overload {5}{R}{R}{R} (You may cast this spell for its overload cost. If you do, change "target" in its text to "each.")

Sorcery
Mizzix's Mastery (rvr) 118
Noxious Revival

({G/P} can be paid with either {G} or 2 life.) Put target card from a graveyard on top of its owner's library.

Instant
Noxious Revival (onc) 110

Recursion

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Haste Enablers

Qty: 2 Price: $8.48
Fervor

Creatures you control have haste. (They can attack and {T} as soon as they come under your control.)

Enchantment
Fervor (m13) 129
Fires of Yavimaya

Creatures you control have haste. Sacrifice this enchantment: Target creature gets +2/+2 until end of turn.

Enchantment
Fires of Yavimaya (scd) 228

Haste Enablers

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Removal

Qty: 9 Price: $30.03
Beast Within

Destroy target permanent. Its controller creates a 3/3 green Beast creature token.

Instant
Beast Within (lcc) 233
Blasphemous Act

This spell costs {1} less to cast for each creature on the battlefield. Blasphemous Act deals 13 damage to each creature.

Sorcery
Blasphemous Act (lcc) 216
Chaos Warp

The owner of target permanent shuffles it into their library, then reveals the top card of their library. If it's a permanent card, they put it onto the battlefield.

Instant
Chaos Warp (lcc) 221
Delayed Blast Fireball

Delayed Blast Fireball deals 2 damage to each opponent and each creature they control. If this spell was cast from exile, it deals 5 damage to each opponent and each creature they control instead. Foretell {4}{R}{R} (During your turn, you may pay {2} and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)

Instant
Delayed Blast Fireball (clb) 676
Green Slime

Flash When this creature enters, counter target activated or triggered ability from an artifact or enchantment source. If a permanent's ability is countered this way, destroy that permanent. Foretell {G} (During your turn, you may pay {2} and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)

Creature
Green Slime (clb) 680
Hull Breach

Choose one — • Destroy target artifact. • Destroy target enchantment. • Destroy target artifact and target enchantment.

Sorcery
Hull Breach (c13) 193
Nature's Claim

Destroy target artifact or enchantment. Its controller gains 4 life.

Instant
Nature's Claim (plst) IMA-177
Return to Nature

Choose one — • Destroy target artifact. • Destroy target enchantment. • Exile target card from a graveyard.

Instant
Return to Nature (moc) 309
Wilt

Destroy target artifact or enchantment. Cycling {2} ({2}, Discard this card: Draw a card.)

Instant
Wilt (iko) 176

Removal

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Impulse Draw

Qty: 21 Price: $56.77
Brazen Cannonade

Whenever an attacking creature you control dies, this enchantment deals 2 damage to each opponent. Raid — At the beginning of each of your postcombat main phases, if you attacked this turn, exile the top card of your library. Until end of combat on your next turn, you may play that card.

Enchantment
Brazen Cannonade (j22) 31
Commune with Lava

Exile the top X cards of your library. Until the end of your next turn, you may play those cards.

Instant
Commune with Lava (afc) 118
Dark-Dweller Oracle

{1}, Sacrifice a creature: Exile the top card of your library. You may play that card this turn. (You still pay its costs. You can play a land this way only if you have an available land play remaining.)

Creature
Dark-Dweller Oracle (2x2) 106
Ignite the Future

Exile the top three cards of your library. Until the end of your next turn, you may play those cards. If this spell was cast from a graveyard, you may play cards this way without paying their mana costs. Flashback {7}{R} (You may cast this card from your graveyard for its flashback cost. Then exile it.)

Sorcery
Ignite the Future (j22) 555
Inspired Tinkering

Exile the top three cards of your library. Until the end of your next turn, you may play those cards. Create three Treasure tokens. (They're artifacts with "{T}, Sacrifice this token: Add one mana of any color.")

Sorcery
Inspired Tinkering (clb) 183
Inti, Seneschal of the Sun

Whenever you attack, you may discard a card. When you do, put a +1/+1 counter on target attacking creature. It gains trample until end of turn. Whenever you discard one or more cards, exile the top card of your library. You may play that card until your next end step.

Creature
Inti, Seneschal of the Sun (lci) 156
Invasion of Kaldheim

Battle
Invasion of Kaldheim // Pyre of the World Tree (mom) 145Invasion of Kaldheim // Pyre of the World Tree (mom) 145
Jeska's Will

Choose one. If you control a commander as you cast this spell, you may choose both instead. • Add {R} for each card in target opponent's hand. • Exile the top three cards of your library. You may play them this turn.

Sorcery
Jeska's Will (clb) 799
Laelia, the Blade Reforged

Haste Whenever Laelia attacks, exile the top card of your library. You may play that card this turn. Whenever one or more cards are put into exile from your library and/or your graveyard, put a +1/+1 counter on Laelia.

Creature
Laelia, the Blade Reforged (clb) 801
Light Up the Stage

Spectacle {R} (You may cast this spell for its spectacle cost rather than its mana cost if an opponent lost life this turn.) Exile the top two cards of your library. Until the end of your next turn, you may play those cards.

Sorcery
Light Up the Stage (rvr) 338
Magmatic Channeler

As long as there are four or more instant and/or sorcery cards in your graveyard, this creature gets +3/+1. {T}, Discard a card: Exile the top two cards of your library, then choose one of them. You may play that card this turn.

Creature
Magmatic Channeler (j22) 571
March of Reckless Joy

As an additional cost to cast this spell, you may exile any number of red cards from your hand. This spell costs {2} less to cast for each card exiled this way. Exile the top X cards of your library. You may play up to two of those cards until the end of your next turn.

Instant
March of Reckless Joy (neo) 154
Outpost Siege

As this enchantment enters, choose Khans or Dragons. • Khans — At the beginning of your upkeep, exile the top card of your library. Until end of turn, you may play that card. • Dragons — Whenever a creature you control leaves the battlefield, this enchantment deals 1 damage to any target.

Enchantment
Outpost Siege (clb) 804
Professional Face-Breaker

Menace Whenever one or more creatures you control deal combat damage to a player, create a Treasure token. Sacrifice a Treasure: Exile the top card of your library. You may play that card this turn.

Creature
Professional Face-Breaker (j22) 581
Questing Druid

Creature
Questing Druid // Seek the Beast (woe) 234
Reckless Impulse

Exile the top two cards of your library. Until the end of your next turn, you may play those cards.

Sorcery
Reckless Impulse (vow) 174
Rob the Archives

Casualty 1 (As you cast this spell, you may sacrifice a creature with power 1 or greater. When you do, copy this spell.) Exile the top two cards of your library. You may play those cards this turn.

Sorcery
Rob the Archives (snc) 122
Valakut Exploration

Landfall — Whenever a land you control enters, exile the top card of your library. You may play that card for as long as it remains exiled. At the beginning of your end step, if there are cards exiled with this enchantment, put them into their owner's graveyard, then this enchantment deals that much damage to each opponent.

Enchantment
Valakut Exploration (znr) 175
Visions of Phyrexia

At the beginning of your upkeep, exile the top card of your library. You may play that card this turn. At the beginning of your end step, if you didn't play a card from exile this turn, create a tapped Powerstone token. (It's an artifact with "{T}: Add {C}. This mana can't be spent to cast a nonartifact spell.")

Enchantment
Visions of Phyrexia (bro) 156
Wrenn's Resolve

Exile the top two cards of your library. Until the end of your next turn, you may play those cards.

Sorcery
Wrenn's Resolve (mom) 173
You Find Some Prisoners

Choose one — • Break Their Chains — Destroy target artifact. • Interrogate Them — Exile the top three cards of target opponent's library. Choose one of them. Until the end of your next turn, you may play that card, and you may spend mana as though it were mana of any color to cast it.

Instant
You Find Some Prisoners (afr) 169

Impulse Draw

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Synergy

Qty: 5 Price: $78.31
Containment Construct

Whenever you discard a card, you may exile that card from your graveyard. If you do, you may play that card this turn.

Creature Artifact
Containment Construct (neo) 243
Iraxxa, Empress of Mars

Trample Battle cry (Whenever this creature attacks, each other attacking creature gets +1/+0 until end of turn.) Paradox — Whenever you cast a spell from anywhere other than your hand, create a 2/2 red Alien Warrior creature token.

Creature
Iraxxa, Empress of Mars (who) 89
Scroll Rack

{1}, {T}: Exile any number of cards from your hand face down. Put that many cards from the top of your library into your hand. Then look at the exiled cards and put them on top of your library in any order.

Artifact
Scroll Rack (cmr) 337
Sensei's Divining Top

{1}: Look at the top three cards of your library, then put them back in any order. {T}: Draw a card, then put this artifact on top of its owner's library.

Artifact
Sensei's Divining Top (ema) 232
Wild-Magic Sorcerer

The first spell you cast from exile each turn has cascade. (When you cast your first spell from exile, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom in a random order.)

Creature
Wild-Magic Sorcerer (clb) 816

Synergy

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Land

Qty: 35 (37 w/ MDFC)Price: $67.69
Ash Barrens

{T}: Add {C}. Basic landcycling {1} ({1}, Discard this card: Search your library for a basic land card, reveal it, put it into your hand, then shuffle.)

Land
Ash Barrens (cmm) 419
Castle Embereth

This land enters tapped unless you control a Mountain. {T}: Add {R}. {1}{R}{R}, {T}: Creatures you control get +1/+0 until end of turn.

Land
Castle Embereth (onc) 150
Cinder Glade

({T}: Add {R} or {G}.) This land enters tapped unless you control two or more basic lands.

Land
Cinder Glade (lcc) 323
Command Tower

{T}: Add one mana of any color in your commander's color identity.

Land
Command Tower (lcc) 325
Cragcrown Pathway

Land
Cragcrown Pathway // Timbercrown Pathway (znr) 287Cragcrown Pathway // Timbercrown Pathway (znr) 287
Exotic Orchard

{T}: Add one mana of any color that a land an opponent controls could produce.

Land
Exotic Orchard (lcc) 329
Fabled Passage

{T}, Sacrifice this land: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle. Then if you control four or more lands, untap that land.

Land
Fabled Passage (m21) 246
Forest

({T}: Add {G}.)

Land
Forest (mkm) 285
Game Trail

As this land enters, you may reveal a Mountain or Forest card from your hand. If you don't, this land enters tapped. {T}: Add {R} or {G}.

Land
Game Trail (lcc) 334
Gruul Turf

This land enters tapped. When this land enters, return a land you control to its owner's hand. {T}: Add {R}{G}.

Land
Gruul Turf (2x2) 325
Karplusan Forest

{T}: Add {C}. {T}: Add {R} or {G}. This land deals 1 damage to you.

Land
Karplusan Forest (dmu) 250
Kessig Wolf Run

{T}: Add {C}. {X}{R}{G}, {T}: Target creature gets +X/+0 and gains trample until end of turn.

Land
Kessig Wolf Run (lcc) 340
Mossfire Valley

{1}, {T}: Add {R}{G}.

Land
Mossfire Valley (moc) 414
Mosswort Bridge

Hideaway 4 (When this land enters, look at the top four cards of your library, exile one face down, then put the rest on the bottom in a random order.) This land enters tapped. {T}: Add {G}. {G}, {T}: You may play the exiled card without paying its mana cost if creatures you control have total power 10 or greater.

Land
Mosswort Bridge (lcc) 342
Mountain

({T}: Add {R}.)

Land
Mountain (mkm) 284
Spinerock Knoll

Hideaway 4 (When this land enters, look at the top four cards of your library, exile one face down, then put the rest on the bottom in a random order.) This land enters tapped. {T}: Add {R}. {R}, {T}: You may play the exiled card without paying its mana cost if an opponent was dealt 7 or more damage this turn.

Land
Spinerock Knoll (clb) 916
Spire Garden

This land enters tapped unless you have two or more opponents. {T}: Add {R} or {G}.

Land
Spire Garden (clb) 361
Stomping Ground

({T}: Add {R} or {G}.) As this land enters, you may pay 2 life. If you don't, it enters tapped.

Land
Stomping Ground (sld) 126
War Room

{T}: Add {C}. {3}, {T}, Pay life equal to the number of colors in your commanders' color identity: Draw a card.

Land
War Room (plst) CMR-361

Land

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Win Condition

Qty: 9 Price: $139.07
Beastmaster Ascension

Whenever a creature you control attacks, you may put a quest counter on this enchantment. As long as this enchantment has seven or more quest counters on it, creatures you control get +5/+5.

Enchantment
Beastmaster Ascension (c15) 176
Craterhoof Behemoth

Haste When this creature enters, creatures you control gain trample and get +X/+X until end of turn, where X is the number of creatures you control.

Creature
Craterhoof Behemoth (sld) 375
Fierce Empath

When this creature enters, you may search your library for a creature card with mana value 6 or greater, reveal it, put it into your hand, then shuffle.

Creature
Fierce Empath (cmm) 288
Imperial Recruiter

When this creature enters, search your library for a creature card with power 2 or less, reveal it, put it into your hand, then shuffle.

Creature
Imperial Recruiter (mh2) 281
Invasion of Ikoria

Battle
Invasion of Ikoria // Zilortha, Apex of Ikoria (mom) 190Invasion of Ikoria // Zilortha, Apex of Ikoria (mom) 190
Natural Order

As an additional cost to cast this spell, sacrifice a green creature. Search your library for a green creature card, put it onto the battlefield, then shuffle.

Sorcery
Natural Order (ema) 177
Pathbreaker Ibex

Whenever this creature attacks, creatures you control gain trample and get +X/+X until end of turn, where X is the greatest power among creatures you control.

Creature
Pathbreaker Ibex (sld) 307
Purphoros, God of the Forge

Indestructible As long as your devotion to red is less than five, Purphoros isn't a creature. Whenever another creature you control enters, Purphoros deals 2 damage to each opponent. {2}{R}: Creatures you control get +1/+0 until end of turn.

Creature Enchantment
Purphoros, God of the Forge (cmm) 246
Shared Summons

Search your library for up to two creature cards with different names, reveal them, put them into your hand, then shuffle.

Instant
Shared Summons (m20) 193

Win Condition

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Deck Info

Deck stats

0 pips - 0 cards
0 mana - 3 cards
0 pips - 0 cards
0 mana - 3 cards
0 pips - 0 cards
0 mana - 3 cards
43 pips - 38 cards
27 mana - 27 cards
33 pips - 27 cards
22 mana - 22 cards
0 pips - 0 cards
7 mana - 6 cards
CategoriesQtyOdds
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Deck extras (0)

Description

{"ops":[{"insert":"\tThis is an upgraded version of the Exit from Exile preconstructed commander deck from Battle for Baldur's Gate. The deck wins by amassing an army of 2/2 wolves from "},{"insert":{"card-link":"Faldorn, Dread Wolf Herald"}},{"insert":"'s ability and then alpha striking the table with "},{"insert":{"card-link":"Craterhoof Behemoth"}},{"insert":", "},{"insert":{"card-link":"Pathbreaker Ibex"}},{"insert":" (usually paired with a haste enabler), or "},{"insert":{"card-link":"Beastmaster Ascension"}},{"insert":"; there is also a backup win condition with direct damage from "},{"insert":{"card-link":"Purphoros, God of the Forge"}},{"insert":". The deck ramps and accrues value using the impulse draw mechanic, creating wolves as a side hustle. This deck was recently retired (January 2024) so it is unlikely to see any future updates. However, it was dismantled to make a "},{"insert":{"card-link":"Pia Nalaar, Consul of Revival"}},{"insert":" EDH deck which has been an absolute blast to play! I have a deck list and primer (which shares a lot in common with this one) for that deck as well, so please check it out if you're interested! \n\n\tOk, let's break down some of the categories in the deck. \n\nImpulse Draw:\n\tThere are a few things to pay attention to here. Firstly, there are spells that exile once and then there are repeated impulse engines, such as "},{"insert":{"card-link":"Outpost Siege"}},{"insert":". And, of the single use spells, some let us play the cards until our NEXT end step (such as "},{"insert":{"card-link":"Reckless Impulse"}},{"insert":") and others that only allow us to play those cards on the turn we exile them; obviously, the former is preferred here as it provides much more flexibility. Now, it is certainly nice to set up a repeated engine, but the higher cmc is the cost here. And then of course Reckless Impulse or "},{"insert":{"card-link":"Wrenn's Resolve"}},{"insert":" are clearly superior to cards like "},{"insert":{"card-link":"Act on Impulse"}},{"insert":". Within each category some are better than others; "},{"insert":{"card-link":"Brazen Cannonade"}},{"insert":" is superior to Outpost Seige because we get the exile effect on the turn we cast it, and "},{"insert":{"card-link":"Rob the Archives"}},{"insert":"--while it is same-turn only--has the Casualty 1 clause so it is easily doubled for the low cost of sacrificing a single wolf. Obviously there are all stars in this category, such as "},{"insert":{"card-link":"Jeska's Will"}},{"insert":" and "},{"insert":{"card-link":"Professional Face-Breaker"}},{"insert":" (both of which are also ramp). \n\nDraw:\n\tThis category is very small and basically only here because card draw is king. Although we prefer impulse draw, an extra card each turn is still huge and it's free with "},{"insert":{"card-link":"Idol of Oblivion"}},{"insert":". "},{"insert":{"card-link":"Valakut Awakening // Valakut Stoneforge"}},{"insert":" it also a land, so that is an easy include if you have the budget.\n\nRamp:\n\tWe are in green, so obviously a large suite of land ramp is a must. These are some of the best cards to cast from exile as they are 2-3 cost and make us more mana to cast more spells from exile on our next turn. We also have cost reducers in "},{"insert":{"card-link":"Ruby Medallion"}},{"insert":" and "},{"insert":{"card-link":"Goblin Anarchomancer"}},{"insert":" and pseudo \"storm enablers\" in "},{"insert":{"card-link":"Birgi, God of Storytelling // Harnfel, Horn of Bounty"}},{"insert":" and "},{"insert":{"card-link":"Storm-Kiln Artist"}},{"insert":" that can allow us to string spells together in a turn and create a nice wolf pack in one go. "},{"insert":{"card-link":"Xenagos, the Reveler"}},{"insert":" can make an absurd amount of mana in one turn with the +1 ability as well, which will almost always pay for it's own casting cost the turn it comes down and then some; after that it's a big target, so it may not last to the next turn. \n\nRemoval:\n\tSelf-explanatory, but we need good interaction to stay in the game. Gruul struggles in this area, so we do what we can with the tools we have available to us.\n\nRecursion: \n\t"},{"insert":{"card-link":"Bala Ged Recovery // Bala Ged Sanctuary"}},{"insert":" is also a land so it's a free slot, and "},{"insert":{"card-link":"Noxious Revival"}},{"insert":" has excellent synergy because we can retrieve a piece and then exile it off the top of the library to replay it and we know exactly what we're gonna get. "},{"insert":{"card-link":"Mizzix's Mastery"}},{"insert":" is a really interesting card here, because when it exiles the card(s) from the graveyard and copies them the copies are actually made in exile so casting the copy counts as casting something from exile. And, many of our impulse draw cards are instants and sorceries so this can let us reuse an impulse draw effect and keep making wolves. Here is a thread that discusses Mizzix Mastery in this context for anyone that would like to confirm the rules: \n\nhttps://www.reddit.com/r/askajudge/comments/vtm4ey/faldorn_and_mizzix_mastery/\n\nAnd the ruling in question:\n\n707.12. An effect that instructs a player to cast a copy of an object (and not just copy a spell) follows the rules for casting spells, "},{"attributes":{"bold":true},"insert":"except that the copy is created in the same zone the object is in"},{"insert":" and then cast while another spell or ability is resolving. Casting a copy of an object follows steps 601.2a–h of rule 601, “Casting Spells,” and then the copy becomes cast. Once cast, the copy is a spell on the stack, and just like any other spell it can resolve or be countered.\n\nSo, the copy is made in exile and will be cast from exile, which triggers Faldorn. As such, an overloaded Mizzix Mastery can be a game ender!\n\nHaste Enablers: \n\tWe want to be able to swing with our wolves as soon as possible, so haste is a must here. Really, any Gruul creature based strategy should run at least a few haste enablers and this deck is no exception. \n\nSynergy: \n\tThis category has some interesting cards. "},{"insert":{"card-link":"Containment Construct"}},{"insert":" has incredible synergy with Faldorn's activated ability and is one of the best support cards in the deck. I often like to pitch my land drop to Faldorn's ability, which I can then play from exile because of the Construct, and then I get to see the top card as well. Other times I just pitch whatever card I was going to play first that turn anyway and spin the roulette wheel on the top card. "},{"insert":{"card-link":"Iraxxa, Empress of Mars"}},{"insert":" is a nice way to double dip on Faldorn's ability, so she is an easy include. After all, we just need a good number of creatures out in preparation for the alpha strike, and we don't discriminate between wolves and aliens. "},{"insert":{"card-link":"Scroll Rack"}},{"insert":" and "},{"insert":{"card-link":"Sensei's Divining Top"}},{"insert":" are both excellent ways to curate the top cards of the library for impulse draws so we know exactly what we're gonna get. "},{"insert":{"card-link":"Wild-Magic Sorcerer"}},{"insert":" is tricky because it sometimes does nothing the turn it comes down, but it accrues excellent value as it gives a free exile spell and wolf each turn. \n\nWin Conditions: \n\tAs I tend to do, I've included the tutors in the win condition category. This does not mean that they should be used solely to find a win con; there are plenty of times where an early tutor into a value piece (such as draw or ramp) to get ahead is a winning move. And, of course, using them effectively comes with familiarity with the deck.\n\t"},{"insert":{"card-link":"Imperial Recruiter"}},{"insert":" is usually going to grab the "},{"insert":{"card-link":"Fierce Empath"}},{"insert":" for the "},{"insert":{"card-link":"Craterhoof Behemoth"}},{"insert":", but don't underestimate grabbing a piece like the "},{"insert":{"card-link":"Containment Construct"}},{"insert":" in the early game. "},{"insert":{"card-link":"Natural Order"}},{"insert":" can easily turn a wolf into Craterhoof, and "},{"insert":{"card-link":"Invasion of Ikoria // Zilortha, Apex of Ikoria"}},{"insert":" not only tutors out any of our win cons but if you flip it then all of our wolves gain unblockable as well! \n\tCraterhoof is a tried and true win con for a reason, and it is the best one in the deck as a result. 10 wolves is usually plenty to kill the table, but it's easy to have more bodies than that on the board. "},{"insert":{"card-link":"Pathbreaker Ibex"}},{"insert":" is an iffy one in this deck, since we are going wide and not tall, so it's mostly just there because I had one around. "},{"insert":{"card-link":"Purphoros, God of the Forge"}},{"insert":" is an excellent way to get in chip damage as we make wolves. Mathematically it just makes sense: every 2/2 is dealing 2 damage to each opponent on entry, so if you have 3 opponents for a total of 6 damage then each wolf is really doing three times the work it can do in combat--and that's just on entry. This can easily win the game on it's own, or just help to weaken everyone enough for the eventual combat victory. "},{"insert":{"card-link":"Beastmaster Ascension"}},{"insert":" is just an excellent card in the deck because making 7/7 wolves is just plain busted. \n\n\tThis deck is incredibly fun to play because of the plentiful decision points as well as how much of the deck you can dig through each game. I love making tokens (if you've read any of my other primers that should be pretty obvious) and this deck does it in an interesting and unique way. It can absolutely sneak out a win and explode a huge board of wolves in a single turn, and it can certainly hang with some of the other higher power decks in my pod. Interaction is it's downfall, but who cares when you're having so much fun turning wolves sideways! As always, please leave any comments, questions or suggestions you may have down below! Cheers \n"}]}
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