Hello everyone. Innistrad: Midnight Hunt was billed as a Werewolf expansion, and while that reality might have fallen short in some people's opinions, there are still some great Werewolf decks that can be built. This week I have a few such decks, and all of them also feature the latest version of our Werewolf planeswalker, Arlinn, the Pack's Hope. Let's get started.
Gruul Werewolves
We'll start off this week with a two-color deck whose bite is worse than its bark. Let's take a look at the deck.
Gruul Werewolves | MID Standard | VelhoNerd, aetherhub.com user
- Creatures (18)
- 2 Outland Liberator // Frenzied Trapbreaker
- 4 Kessig Naturalist // Lord of the Ulvenwald
- 4 Reckless Stormseeker // Storm-Charged Slasher
- 4 Tovolar, Dire Overlord // Tovolar, the Midnight Scourge
- 4 Werewolf Pack Leader
- Planeswalkers (3)
- 3 Arlinn, the Pack's Hope // Arlinn, the Moon's Fury
- Instants (6)
- 2 Snakeskin Veil
- 4 Frost Bite
- Sorceries (6)
- 3 Blizzard Brawl
- 3 Unnatural Moonrise
- Enchantments (4)
- 4 Ranger Class
- Lands (25)
- 11 Snow-Covered Forest
- 4 Snow-Covered Mountain
- 3 Highland Forest
- 3 Rockfall Vale
- 4 Cragcrown Pathway // Timbercrown Pathway
- Sideboard (5)
- 1 Wrenn and Seven
- 2 Primal Adversary
- 2 Tovolar's Huntmaster // Tovolar's Packleader
Reckless Stormseeker // Storm-Charged Slasher is an amazing creature to have in play in an aggro deck like this. Not only are you able to give a creature you just played this turn haste, but they'll also get either a +1/+0 bonus or a +2/+0 bonus, depending on whether it is night or day. This combines nicely with the activated ability of Tovolar, the Midnight Scourge. The nightbound side of Tovolar can give a power bonus to a target Wolf or Werewolf, but more importantly it also gives that creature trample. That allows an easier time of dealing combat damage to your opponent, enabling you to draw a card with Tovolar's static ability.
Unnatural Moonrise is a lot like Tovolar in sorcery form. It's effect is limited to the creature you target with this spell, but it's just as powerful. One other thing Unnatural Moonrise does is force the game state to become night. This will cause Kessig Naturalist // Lord of the Ulvenwald to flip, transforming into Lord of the Ulvenwald. Lord of the Ulvenwald grants other Wolves and Werewolves you control a +1/+1 bonus. With all of these bonuses that are available to your creatures, you'll often find that you only need to attack with one or two creatures to satisfy the pack tactics requirement on Werewolf Pack Leader which allows you to draw a card.
Jund Werewolves
The next deck I have for you adds Black to the mix. Let's see what that addition allows us to do. Here's the deck.
Jund Werewolves | MID Standard | MTGABrewLab, aetherhub.com user
- Creatures (19)
- 2 Outland Liberator // Frenzied Trapbreaker
- 2 Tovolar's Huntmaster // Tovolar's Packleader
- 2 Werewolf Pack Leader
- 3 Graveyard Trespasser // Graveyard Glutton
- 3 Kessig Naturalist // Lord of the Ulvenwald
- 3 Tovolar, Dire Overlord // Tovolar, the Midnight Scourge
- 4 Reckless Stormseeker // Storm-Charged Slasher
- Planeswalkers (3)
- 3 Arlinn, the Pack's Hope // Arlinn, the Moon's Fury
- Instants (8)
- 4 Infernal Grasp
- 4 Snakeskin Veil
- Sorceries (4)
- 4 Light Up the Night
- Enchantments (2)
- 2 Ranger Class
This deck is very similar to the Gruul deck we just went over, with a couple of additions made possible by the inclusion of Black mana. It utilizes many of the same creatures, including Reckless Stormseeker // Storm-Charged Slasher, Tovolar, Dire Overlord // Tovolar, the Midnight Scourge, and Kessig Naturalist // Lord of the Ulvenwald. It also includes a pair of Ranger Class enchantments, which help add Wolves to your side of the battlefield as well as +1/+1 counters when you attack.
The addition of Black mana allows access to one of the best removal spells in Standard, Infernal Grasp. While Infernal Grasp will cause you to lose two points of life, it can destroy any creature, regardless of size or mana value. Black mana also makes casting Graveyard Trespasser // Graveyard Glutton possible. This creature works especially well against a deck that is relying on casting spells with flashback. By attacking with Graveyard Trespasser, you not only get the chance to deny your opponent the chance to cast a powerful spell again, but you also have the means to gain additional points of life as the game progresses.
Naya Werewolves
Next, we take away the Black and add White instead. Let's take a look at Naya Werewolves.
Naya Werewolves | MID Standard | Waydagoboii, aetherhub.com user
- Creatures (20)
- 3 Elite Spellbinder
- 3 Kessig Naturalist // Lord of the Ulvenwald
- 3 Reckless Stormseeker // Storm-Charged Slasher
- 3 Tovolar, Dire Overlord // Tovolar, the Midnight Scourge
- 4 Brutal Cathar // Moonrage Brute
- 4 Jaspera Sentinel
- Planeswalkers (3)
- 3 Arlinn, the Pack's Hope // Arlinn, the Moon's Fury
- Sorceries (3)
- 3 Rip Apart
- Enchantments (7)
- 3 Ranger Class
- 4 Showdown of the Skalds
- Artifacts (3)
- 3 Portable Hole
- Lands (24)
- 3 Forest
- 3 Plains
- 4 Mountain
- 2 Branchloft Pathway // Boulderloft Pathway
- 2 Cragcrown Pathway // Timbercrown Pathway
- 2 Needleverge Pathway // Pillarverge Pathway
- 4 Overgrown Farmland
- 4 Rockfall Vale
- Sideboard (4)
- 2 Werewolf Pack Leader
- 2 Ranger Class
Adding White mana opens up some additional options, many of which are removal. Brutal Cathar // Moonrage Brute can be used repeatedly to exile a creature an opponent controls, as long as you have a way of changing day into night and back again. Rip Apart can deal three damage to an opponent's creature or planeswalker. Alternatively, it can be used to destroy an artifact or enchantment. Portable Hole can also be used as removal for any nonland permanent your opponent controls with a mana value of two or less.
Two other cards are playable thanks to the inclusion of White mana. Elite Spellbinder helps delay the casting of a card from your opponent's hand, plus having a flying creature with 3 power doesn't hurt. This can often allow you to attack when the battlefield is congested on the ground. Showdown of the Skalds is the final card requiring White mana. It helps by giving you access to additional cards that you can play during your current turn and your next one. Since you can 'play' these cards, you'll be able to put lands you find onto the battlefield. It also can be a good way to pump up your creatures since it provides a +1/+1 counter you can place whenever you cast a spell during your next couple of turns. It's a lot of value from a single card.
Temur Werewolves
The final deck I have for you this week features Temur Werewolves. Can adding Blue mana to a typically Gruul-colored tribe shake things up? Let's check out the deck.
Temur Werewolves | MID Standard | Razamis, aetherhub.com user
- Creatures (21)
- 2 Tovolar's Huntmaster // Tovolar's Packleader
- 3 Kessig Naturalist // Lord of the Ulvenwald
- 3 Outland Liberator // Frenzied Trapbreaker
- 3 Reckless Stormseeker // Storm-Charged Slasher
- 3 Tovolar, Dire Overlord // Tovolar, the Midnight Scourge
- 3 Werewolf Pack Leader
- 4 Suspicious Stowaway // Seafaring Werewolf
- Planeswalkers (3)
- 3 Arlinn, the Pack's Hope // Arlinn, the Moon's Fury
- Instants (9)
- 2 Memory Deluge
- 3 Test of Talents
- 4 Quandrix Command
- Sorceries (3)
- 3 Shatterskull Smashing
- Enchantments (4)
- 4 Ranger Class
Suspicious Stowaway // Seafaring Werewolf is the MVP of this deck. Since it can't be blocked, you have the ability to sneak in for a fair amount of damage each turn. Having a copy of Ranger Class in play on Level 2 will allow you to place a +1/+1 counter on Suspicious Stowaway each time it attacks, making it more and more dangerous. Quandrix Command can also place two +1/+1 counters on Suspicious Stowaway, or it could be held in reserve in case your opponent casts a spell that could destroy Suspicious Stowaway.
Another means of protecting Suspicious Stowaway is with Test of Talents. This instant only requires two mana to cast, but it can protect Suspicious Stowaway from all manner of removal spells. The best part is that you're able to remove a potential playest of a specific card with Test of Talents, usually for the small cost of allowing your opponent to draw a card or two.
Wrapping Up
As you can see, the addition of a single color of mana can turn a basic Gruul Werewolf deck into something unique. While each of these decks features many of the same creatures, the additional spells included because of the extra mana color gives additional range that is otherwise missing.
What do you think of these decks? Do you have any suggestions for improvements? Let me know by leaving a comment below. Also, feel free to share this article with your friends anywhere on social media. And be sure to join me here again next week as I continue my search for innovative decks in Standard. I'll see you then!
-Mike Likes